OrbitalManeuvers
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
OrbitalManeuvers replied to Gameslinx's topic in KSP1 Mod Releases
This was a good find today. Thank you for the brain time and the clickity time you put into these values. I have it installed and it's working perfectly so far at the home planet.- 1,655 replies
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I am trying to move some installs to 1.10.1, and didn't want to delete these parts, so I had a go at this. Without this change, startup would hang on ca_explorer and once that was fixed, it would hang on ca_explorer_solar. Below are changes that fix this on my 1.10.1 install. These changes come from following Zorg's instructions above - I would have had no idea how to do this otherwise. Full disclaimer: I don't understand these values or the KSP drag system enough to say I've tested them and they work great. I have no idea if they're "right" or not, but considering the source and the results, I thought I'd share this workaround until something more official becomes available. This fixes the startup hang for both parts, and they still load fine in the VAB:
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It's pretty fantastic, actually The synergy between your parts and theirs is really appreciated from a player viewpoint!
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this is confusing. you literally have a WIP release available to you right now, except it's even better than a "WIP release" - because if something cool gets added the next day you just go get it. if you want a frozen WIP release then copy the dev branch as it is today and don't update it. not sure what problem you're looking for a solution to. i've been on the dev branch for months and using all the new parts, no regrets. personally, i'm not waiting for anything.
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none of my comments are aimed at amounts. The amount is easily controlled (or at least reigned in) by game options. What you can't control from the player's side is what you can run where. I'm the first to admit that this is an incredibly difficult area in KSP because of the amount of variables involved. However, from a gameplay standpoint, one picture of a planetary surface that counts towards science doesn't really make sense. The whole point of missions like Lunar Orbiter and Nimbus (etc etc) is oodles of photos. KSP doesn't have that kind of reward system, but it has biomes, and I'm just saying that's the mechanism that makes sense to me, for a camera designed to take pictures of a planet. in terms of "plenty" of science ... BDB has a ton of great experiments. Any one, with any pack, can spam all available experiments onto every craft. Designing for that type of player doesn't really make sense to me.
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Right now I'm attempting a science playthrough with the goal of unlocking the stock tech tree using only chronological historical Friznit approved builds. So, I flew Ranger 7, and now Lunar Orbiter is a zero-yield mission. Boo. Is there a reason that "Take Photographs" can't be biome-dependent? edit: i realize my quote is only marginally related ... sigh...
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
Can confirm that on 1.9.1, the performance with and without the patch is identical. Same is true for other planet packs where I applied similar patches to the JNSQ one. edit: i should mention i'm on windows -
That was my thought when I saw the behavior, especially falling back to the ground and having the menu items appear again. It seems reasonable since it applies to all other parts, too. E.g. if you're too far from a materials bay you can't activate it, etc. OK, looks like an unfortunate KSP-ism.
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OK ... I've tracked this down to exact steps. What you'll see in the attached video is: - standing next to the elevator, you can toggle up/down repeatedly - getting ON the elevator and going up removes all movement items from the PAW What I didn't show ... if I jump back down off the elevator, the PAW menu items come back. I don't know how to explain this. Any ideas?
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There is a single-button Toggle function in the PAW. At the time I asked this question, it was because at least a couple of the elevators seemed to allow moving the car up or down on EVA, but not back the other direction. The PAW would say "up" and you'd move it up and the PAW would still say "up". Before grabbing your latest release, I just tested Mercury, Gemini, and Large again ... and they all work in both directions now, and the up/down button changes to the other state once the car has moved. This is awesome! I've moved to 1.9.1, from 1.8.1 at that time. Did you discover/change something, or was I just seeing something weird with my install? Edit: Actually it seems like it depends on other parts of the build or something? Wow, I'm back to confused because I seem to be able to get it to work sometimes and not other times ... will track down more details...
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
oh man, your recent posts reminded me to try to get KSRSS working again ... but no one seems to know how to fix my rescale issue. trying to get these things working can be ... "challenging" to say the least. For as much as I saw this bug in lots of planet packs, I hardly ever saw it in JNSQ, which is where I spend like 80% of my KSP time. No idea why! But thank you for the patch, this is awesome! -
Hello, I'm hoping someone around these parts might have an idea about what's up with this install I'm working on. This is 1.9.1, KSRSS, and Sigma. Below is the only problem with the rescale that I can find - everything else seems correct to me. Hoping someone has seen something like this. For completeness: without Sigma installed the KSC sits correctly. Log file is here: <snip> And images of the issue are in spoiler for saving space... Any ideas/advice would be very much appreciated! UPDATE: Giving up on KSRSS for the time being ... can't get the right combination of mod versions to work together! (Dimensions works fine on my stock/opm install, I was just hoping against hope to get KSRSS working again. )
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What I did on my machine was change Armstrong's materialType to Vaccum in the PQS section, and yes it fixed the patchwork textures.
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I think you'd be 100% justified to view it as imitation and therefore flattery. Some of the mods you've worked on (that I know of) are very established and highly creative, so people are going to look to your work for some of the very hard parts, and some of the very easy parts.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
Asking because neither their value, nor yours, works for me. Here's what it looks like: So their shipping 585 gets the runway on the ground, but the texture square is still sunken Any ideas? (I have removed KK just to get rid of variables)- 1,971 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
And are you using KerbalKonstructs or not?- 1,971 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
Which version of KSRSS are you using? 0.5 or 0.6?- 1,971 replies
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For me with build 35, 1.9 version, Beyond Home, Armstrong shows the texture problem on both High and Ultra settings. Reloading through space center/tracking station does not help, on either setting. In fact, I'd say it's even worse after the reload. That said, when Armstrong is lookin really borked, if I cheat directly to a low Rock orbit, it's perfect. And by really borked, I mean:
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