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OrbitalManeuvers
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Everything posted by OrbitalManeuvers
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KatnisssCapeCanaveral for KSRSS v1.0
OrbitalManeuvers replied to TruthfulGnome's topic in KSP1 Mod Releases
I'm a little unclear about your current state, but is it only this mod that isn't working? And is it only the statics? Wondering if you have the Retro folder copied to the path GameData/KatnissCapeCanaveral/Instances/Retro?- 124 replies
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- kerbal konstructs
- ksrss
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Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: N/A | GPU: N/A | RAM: N/A The experience of creating and saving crafts is non-standard and cumbersome. Image 1 is below - I have dropped a part, and changed the name of the vessel and am about to click Save. I've provided the name I want to use. At this point, since I have given it the name, and there is nothing on screen indicating even the existence of "workspaces" I fully expect this to be a toast saying "craft saved." But we move on ... Image 2 is below - OK, no save yet, more UI first. Here I change the workspace name from the default. I guess I get another chance to make sure that's the vessel name I want, ok. I cannot explain why I am seeing the text "SELECT TO OVERWRITE" in big blue letters at this point. Anyway, we click Save. Image 3 is below - Still no sign of whatever that "workspace" thing was. But now I have added another part, and am going to click the Save button. In the standard document model, the one we've all grown up with on every single brand of computer and OS, at this point I am fully justified to expect no user interface when I click Save. Why? Because this is the same thing I just saved, and I just gave you all the information about it already. Instead... Image 4 is below. I'm being shown all the same info I just entered (and saved?), plus now there's a thumbnail of the old version of my ship. So I click Save, because YES this is the thing I just saved PLEASE SAVE IT... Image 5 is below. I conclude that the thing in the editor is completely disassociated from whatever is on disk. This is the model that has been proven to work for a lot of years: New document Modify document Save document, must supply name and location Modify document Save document - no UI is presented. The permanent copy of the document has been updated to reflect the editor's contents without making the user click anything else. Save As is a different operation, and should present the opportunity to change the name/location of the file. During Save As, if you select the original file so as to overwrite it, you should be presented with an overwrite confirmation. You have made Save behave like Save As, but they are not the same operation. Yes of course after being unpleasantly surprised by this UX, you figure out that they want you to click on the thumbnail of your old ship ... Why? I clicked Save, just save the same thing. I'm advocating for anything that leaves basic document interactions alone. Frankly, I have no suggestions considering where the UI is today. I honestly think the UI needs a serious rethinking in order to support both craft and workspaces. Somehow, some way, please make saving an existing document a one click operation. Included Attachments:
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
Inside the KSRSS-Reborn.zip file you'll find a folder called KSRSS-Reborn, and inside of there is a folder called KSRSS and that's the folder you want to copy to your GameData. The final path should be GameData/KSRSS.- 1,972 replies
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- totm mar 2022
- rss
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of course - just copy the text to a file, save it under GameData somewhere (I have a CustomConfigs folder for these). Just needs to have a .cfg extension, filename doesn't matter. Mine is x20-inventory.cfg
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Here's a really simple MM patch to add an inventory slot to the Sanger cockpit. My thinking goes like this ... if the Kerbal can fit inside the cockpit while wearing both a chute and an EVA pack, then I don't feel cheaty about adding an inventory slot so that the Kerbal can store the chute while in orbit or on EVA. Then they can swap to the parachute before reentry. I just ... have these uncontrollable shakes when I see a Kerbal on EVA or on the surface of the moon wearing a parachute ...
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
I only butted in bc that one caught my eye, and definitely would cause conflicts, so you're better off even if there's still stuff to fix. btw, if you are able to, an updated log file would probably help ballisticFox next time they're passing by -- there will be way less errors in there now. hang in there, it's really worth it once you get it working!- 1,972 replies
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- totm mar 2022
- rss
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Limiting expectations on modded install log errors?
OrbitalManeuvers replied to Llamageddon's topic in KSP1 Mods Discussions
sheesh, my opinions are so polar opposite to some others expressed here, I want to be careful not to come off combative or argumentative. Everyone has their approach that they think is best. I'll try to sum up some of my experiences. For context, I typically have at least 3 separate installs, each has 90+ mods. I use custom planet packs and custom parts in all of them. I do have a stock install that I've added only visual and QoL mods, but yawn, it's stock. Not investigating your own issues is, to me, the ultimate expression of consumerism. I download a free thing, and if it doesn't work I just pester the author of the thing with a "good" bug report? That feels really selfish to me. That thing I got was given to me for free by someone who put a crap-ton of work into it, the very least I can do is not bother them with stupid pedestrian install issues they've seen 100 times before. Sure, some people's relationship with their tech is very distant, and those people will always need hand holding, and that's what the rest of us in the community are here for. But if I have the capacity to handle files and open large text files and learn a little and take some educated guesses, then I say that's on me to do first, before asking someone else to spend their free time trying to help me. My opinion is that if I'm going to push the game with mods, then it's on me to take care of what I am capable of before asking for help. Being somewhat concerned about the state of your log file has advantages for you, too. It's faster to know a little and be able to fix a problem than it is to post a message to a forum and wait a day for an answer. It's worth it to understand basic mod structure and conventions, as you can not only help yourself faster, but other peeps, too. I can't count the number of times I've looked over other people's logs and seen that they have a GameData folder inside their GameData folder, or they have unzipped a mod distribution file directly into GameData, or they have multiple module managers ... these are all things that are quickly/easily visible in the log, but difficult to guess. Very helpful basics are very helpful At the same time, I think there's a dark path inside the log file that leads only to madness. Diving into too much detail probably isn't worth your time unless you're very familiar with C# and Unity. But there's lots of high level things in there, and finding LONG swatches of nullrefs written every frame is undoubtedly worth the few seconds it took you to look. For added fun, there's also an option somewhere to log exceptions to the screen. That can be a real eye opener! -
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
Pretty sure you'll need to get rid of RSS first... RealSolarSystem- 1,972 replies
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- totm mar 2022
- rss
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Galactic trajectories aside, this really is the right first step. I definitely took this step myself. Or tried. KSPTOT is probably a brilliant tool but my brain is way too smooth for it, and I found it impenetrable. Womp. But someone should be able to do this ... for someone it should be fairly easy, I'm told.
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Yeah that's the "fun" part. It's my belief that there are some RL things that simply can't be replicated in KSP. Gravity assists that were used/planned in the past count on perturbations of the planets and precise alignments, some of which were once-in-a-lifetime opportunities. I think in KSP you can do gravity assists that yield similar results, but I don't think some RL solutions can be translated directly into KSP, especially not onto stock planets. Even RSS wouldn't be exactly the same since the planets are on rails, there's no axial tilt for Earth, etc. Here's an image I remembered I had: A few people 'round these parts have given this a go in KSRSS, but so far I don't think anyone has had much success. You can def get to Venus
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So there are two sets of RCS controls on the Dragon, and Show Actuation Toggles will allow you to set params for both sets. On my PAW, it's the 2nd Show Actuation Toggles that controls the docking port RCS jets. So make sure that has Fore/Aft enabled. You might want to disable the Fore/Aft setting on the other jets for the deorbit burn. Anyway, then use Control Point: Reversed. Then use normal throttle to control the (now backwards) facing RCS jets around the docking port. At least this is how it works for me. edited: make sure the superdracos are not enabled
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[KSP 1.8+] Kerbal Konstructs (Continued)
OrbitalManeuvers replied to NathanKell's topic in KSP1 Mod Releases
So specifically, you're pressing the "Make Launchsite" button in the "Instance Editor" window? That should bring up the "Launchsite Editor" window where you assign a name to the launch site. Then Save on all 3 of those KK windows, and next time in the VAB you should be able to use the KK button to select the site and then open it from there. Those are the steps that work for me. -
I would be happy to offer you a point of view not mentioned anywhere above, so far. As a long-time redditor (when that existed) and someone who tries their best to give back to the community and help where possible with modded install issues, I can tell you with absolutely no hesitation that everyone who I've ever interacted with who got their mods from curseforge had an incomplete, out of date mod. KSP modding can be amazing (I have 90+ in several different installs) but there are pitfalls and time sinks everywhere. The most common tool for mod installs is CKAN. I personally don't use it but if you have any hesitation about what to put where, it's better to use CKAN. The other way I recommend is completely manual which has so many advantages I can't begin to list them, but places a lot of responsibility on you.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
Just an observation .. you have about 90MB of Kopernicus nullrefs, so I would think your best bet is to simplify a few steps and see if KSRSS behaves better. For example, I'd ditch both Parallax and Kcalbeloh and try just KSRSS in the planet mod category. People def use Parallax (with some required changes found elsewhere in this thread), but idk if the other will work or not. The Reborn branch should work with most of your other mods, but I admit I don't know if CustomAsteroids or KopExp will work. Oh and you won't need Singularity if that backwards planet pack isn't compatible.- 1,972 replies
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- totm mar 2022
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You also still have an instance of MiniAVC.dll in the SSTU folder, despite having NoMiniAVC installed. Dunno why that one is still there but you definitely don't want it. You also have this line: [ERR 19:52:35.268] Texture 'Expendable/Assets/SEP_22_Booster_Cluster' not found! I can't find any such path/file in my copy of SEP nor on Github.
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Tested these out this morning and everything looks/works great. Thanks for this unexpected addition!
- 2,299 replies
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- launch pad
- saturn
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Closer to a IIIE but with smaller SRBs. I build for the performance required per mission, so sometimes little things get changed from the wiki builds. The power tower thinger has a probe core. So I used the transtage for rendezvous, decoupled and positioned the core by hand (MJ cannot be trusted with this step), and then used MJ once it was perfectly lined up, just for the rotational accuracy. I'm realizing as I type this that I'm probably not using the guide fins/pins on the CBM correctly ... something to look into someday.