-
Posts
146 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Jebediah Kerman Jr.
-
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
Jebediah Kerman Jr. replied to OhioBob's topic in KSP1 Mod Releases
Is it possible to add GEP to a current instance without messing too much up? I was wondering if I could add it to my OPM career mode game without creating a new instance. -
I think I'll try this planet pack next, it looks awesome!
- 381 replies
-
- 1
-
- spinning
- alien space program
-
(and 2 more)
Tagged with:
-
Wait, are you playing in real time? Holy Kraken that sounds tedious.
-
A lot has changed since I last posted here. I've now set myself up with a PC and installed a number of mods, including Galileo's Planet Pack (which is terrific, by the way). The pack adds many new outer planets, unreachable with stock antennas, so one of the R&D nodes adds antenna upgrades for the Communotron 88-88 (the umbrella one) and the largest of the relay dishes, which are now rated for 1.00T instead of just 100G. Ever since I researched this node, the CommNet just breaks every time I launch a vessel from the VAB. The craft on the launchpad has no connection to the space center whatsoever. I go to the Tracking Station and the CommNet lines are gone. The logs are absolutely filled with spam, but here's one section: [EXC 19:26:17.574] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) PartModule.ApplyUpgradeNode (System.Collections.Generic.List1[T] appliedUps, ConfigNode node, System.Boolean doLoad) (at <2afc64dea36946459d4707808bdac511>:0) ModuleDataTransmitter.CommPowerUnloaded (ProtoPartModuleSnapshot mSnap) (at <2afc64dea36946459d4707808bdac511>:0) CommNet.CommNetVessel.UpdateComm () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.CommNetVessel.OnNetworkPreUpdate () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.CommNode.NetworkPreUpdate () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.Network.Net4[_Net,_Data,_Link,_Path].PreUpdateNodes () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.Network.Net`4[_Net,_Data,_Link,_Path].Rebuild () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.CommNetwork.Rebuild () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.CommNetNetwork.Update () (at <2afc64dea36946459d4707808bdac511>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) The post linked below details a similar issue, but doesn't give a solution to the problem. Can anyone help me fix the problem?
- 1 reply
-
- galileosplanetpack
- bug
-
(and 1 more)
Tagged with:
-
Destroy the KSC Challenge
Jebediah Kerman Jr. replied to Jebediah Kerman Jr.'s topic in KSP1 Challenges & Mission ideas
Oh, it's already been done. -
Destroy the KSC Challenge
Jebediah Kerman Jr. replied to Jebediah Kerman Jr.'s topic in KSP1 Challenges & Mission ideas
I hereby award you CLASS 2.5 -
As above. The rules are simple: you must destroy as many of the KSC buildings as possible with a single stock vehicle. It can be a rocket, a plane, a rover, etc. Your vessel can drop bombs, break into pieces, or whatever it takes to cause as much chaos as possible in the shortest possible time. I'll make badges for the winners of the challenge. Here are the different levels: Class 1: Destroy three Space Center buildings with a single vessel. Class 2: Destroy five Space Center buildings with a single vessel. Class 2.5: Destroy seven or more Space Center buildings with a single vessel. Class 3: Destroy every Space Center building with a single vessel. Class π: Destroy every single building, water tower, flagpole, gas tank, command pod memorial, etc. with a single vessel. Class ???: Destroy at least three buildings using a projectile dropped from orbit. Good luck!
-
As you may already know, a Mun launchsite was added to the History and Parts Pack for the recent console update. This feature, while was created with good intentions, has been the bane of my existence. I no longer have the initiative to build Mun bases, stations, or even just Mun landers. Why bother when I could teleport there effortlessly? (of course I never use it, but cognitive dissonance, you know?) I could just ignore it, which is what I have been trying to do. But having a way to effortlessly teleport to the Mun without sacrificing another dynamic like weight, cost, etc. upsets the balance of the game. It would be a little like if one of the Administration strategies was "add 100,000 credits" without having to pay in science points or reputation. As far as I can tell, the majority of the console community didn't even want something like this. We wanted something useful like the ΔV calculator (remember, we can't get a mod for that, so we needed it even more desperately than the PC players). Anyway, how do I turn this "feature" off (preferably while keeping the other launchsites "on," I like them and they don't upset the game balance.)?
-
A Rendezvous Conundrum
Jebediah Kerman Jr. replied to Jebediah Kerman Jr.'s topic in KSP1 Technical Support (Console)
Thank you! -
A Rendezvous Conundrum
Jebediah Kerman Jr. replied to Jebediah Kerman Jr.'s topic in KSP1 Technical Support (Console)
Oops. You're right, I meant 1 m/s2 -
A Rendezvous Conundrum
Jebediah Kerman Jr. replied to Jebediah Kerman Jr.'s topic in KSP1 Technical Support (Console)
To answer your questions: I am playing on an Xbox 1S. When I say "accelerating", I mean somewhere around 1 m/s. It was enough so I couldn't fight it using my RCS. Everything was turned off. I even double-checked by pressing the "throttle-down" button. The RCS light was not on. I hope that clears things up a bit. -
I understand that at least 90% of my KSP forum posts are complaints about bugs, but this one is particularly annoying. Let's start at the beginning: I built and launched a simple space station. Lacking creativity, I named it Station One. After a few in-game years without trouble I decided to retire Station One. To service the station during its final missions and to assist in the construction of a new station, I built the Space Shuttle Kollumbia based of @ShadowZone's excellent 1.4 design (as console recently got the rough 1.4 update equivalent, the design worked perfectly: the shuttle completed a rigorous shakedown mission without fail). Problems started as soon as I rendez-voused with the station. Using the RCS jets, I maneuvered close to Station One's docking port. I decelerated to a halt. Suddenly, I began to accelerate in the radial out direction. My orbital velocity stayed the same, but my relative velocity was changing against the station. I checked the map view and my orbit was elongating. I switched off my RCS and engines, but I kept accelerating. I ended up reverting the flight. This spontaneous acceleration now occurs during about 50% of my docking attempts (and only during rendezvous, nowhere else. Can anyone help?
-
Many Stages to Everywhere
Jebediah Kerman Jr. replied to Jebediah Kerman Jr.'s topic in KSP1 Challenges & Mission ideas
I should have clarified. Here are the updated rules: 1) No ISRU 2) No landers, must be direct ascent only 3) Must have a kerbal onboard -
You have likely seen one of the Single Stage to Anywhere missions by now. An SSTO with a drill and resource converter that has basically unlimited range. My challenge: Build a multistage rocket that can land on as many planets and moons as possible. No ISRU allowed. Have fun!