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Atlessa
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Everything posted by Atlessa
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Atlessa replied to RoverDude's topic in KSP1 Mod Releases
Bummer. Thanks for the quick reply.- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Atlessa replied to RoverDude's topic in KSP1 Mod Releases
Hey, I'm having a problem with this mod. It appears that the (invisible) bubble seems to be causing drag and other aero effects that make it impossible to use it on my spaceplanes since it HAS to be fairly centered so all parts fit within the bubble. Is this a known issue? Is there a workaround? Am I just doing it wrong? I'm running KSP 1.6.1 Here's a screenshot of my gamedata folder https://imgur.com/a/wCKuPoX Here's the craft file(s) with and without the warp drive https://www.dropbox.com/s/30uq97ldmnqf9ak/upload.rar?dl=0 Without the Warp drive it flies like a dream, but with the drive it's impossible to control (seems to be aerodynamically unstable) and can't seem to accelerate nearly as well.- 1,694 replies
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Could we add deflection speed of Elevons and Airbrakes to the list of things?
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Beautiful.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Atlessa replied to Thomas P.'s topic in KSP1 Mod Releases
For those who wish to do this, here's the string of IDs I just used. Win64, version 1.6 220200 220204 587974949136075932 -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Atlessa replied to Thomas P.'s topic in KSP1 Mod Releases
I started my KSP JUST to see the NyanCat party Been meaning to ask; I noticed a while ago they're imitating some sort of planetary system. Clever. Do they use some sort of simple physics simulation or is it scripted (or even just a .gif)? *hoping for new Kopernicus soon, can't play without it and I need my KSP fix* -
I'd like to report a bug... https://imgur.com/5DmBOzp At least visually I was well away from any colliders of Deimos... according to my instrumentation I was 10km above it. Please, please don't tell me this happened because some of my engineers are still working in imperial units?
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Atlessa replied to politas's topic in KSP1 Mod Releases
I just tried again (like a minute ago) and I still can't download Bon Voyage nor Mk3expansion through CKAN. Edit: Well I'll be, I restarted CKAN once more to grab the error messages, and at least MK3 installed without a hitch this time. Here's what I get for Bon Voyage, still: -
If you're that desperate... the 1.4 version works. I got some craft in LEO already.
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Edit: I've figured it out, mostly. I just need to get MM to set my variable to the Electric Charge of the module being edited. So far I've got %ATMMABC = 1 @$ATMMABC$ *= [[RESOURCE]ElectricCharge]] But that won't do it. I tried different variations of the syntax but just can't figure it out Below this line is my original post which is now mostly redundant. I've left it in for clarity. ----------------------------------------------- Thanks for that. I think you misunderstood what I want to do, though... (Or you just gave an example... works for me) So here's what I think I need to do, pseudo code first: To create a NEW module on the part that generates ABC electric charge per second I got that much... now I just need to figure out the correct syntax, and I have no clue where to look. The posts above are WAY more complex than this and don't help me at all. Edit: So I tried And that didn't work. Edit: Checked the logs, found this; [ERR 20:51:22.715] [ModuleManager] Error - Cannot parse variable search when inserting new key rate = #$ATMMABC$ So I'm guessing I can't set up a new generator with a variable rate?
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Hey guys, I need a little help with my syntax for a little patch I wrote.. The goal was to improve performance on my little old potato by reducing part count by not having to spam solar panels en mass... What I have currently: @PART[*]:has[@RESOURCE[ElectricCharge]]:Final { MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.1 } } } This WORKS but I would like to change it so that the actual generation is dependent on the parts amount of EC stored. So something like [rate = (ElectricCharge*0.002)]. But I don't know the syntax for that, and booting the game up for testing takes 15 minutes each time... (told you it's a potato) so experimenting is not exactly the best option for me currently.
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So I was driving around the launch Pad in my new Rover that I wanna shoot to the moon in a few weeks, when suddenly... imgur.com/a/zDf52GN I can literally drive under the launchpad (first picture in this album) after placing the rover with vessel mover. Driving off the slope is enough of a drop to destroy parts of the rover... Would make a video but don't have any capture software installed. Happened at the Tanegashima location. Other locations seem to have similar altitude misalignments... Not the biggest issue since taking off is unaffected, and one can easily land off to the site OR precisely on the launchpad runway... but landing on these slopes is probably not a good idea either way. Still thought I should let someone know?
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I landed on Duna. Ike was giving me a completely unexpected kind of trouble:
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Found a really nasty bug: Round Range Runway (in case the names are not procedurally generated). Moving at ANY speed across the runway 'seams' will break the plane. Sometimes only a single part, sometimes everything, mostly something inbetween, always catastrophic.
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So how do I post pictures, then? Drag and drop does nothing, no button seems to work (I have the pics on my hard drive), the imgur button is broken as you said... Yet people post pictures all the time. I'm confused. o.o
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Edit: Ok, what part of the album code does the software expect??
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1. Well, since literally everything else worked splendidly, I assume I did? 2. Yes Also: I had to do a complete refresh today since some other mod (or combination of mods) broke my install, and now everything works as I would expect it to. Whatever the bug was, I can no longer reproduce it. Edit: Also I agree with Warth_IX, the tank cannons perform VERY underwhelmingly as far as I could tell.