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HansAcker

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Everything posted by HansAcker

  1. I can't get Discord signed in on this computer, so I'll ask here. It's just eye-candy, nothing serious. 3.1 is a great release and praise all round to SirMortimer and gotmachine for their work In flight, the file manager display is tidy and shortened: while in the Space Center scene, it is not: I looked at the code and found that this seems to be the intended behaviour (IsFlight check here and there). Is the wrap-around a quirk of my particular screen resolution or could this be left over from a wider UI? I didn't really play with Kerbalism before 3.1, so I don't remember anything from before the rework. There's another in-flight limit for overly long vessel names, too, but only for a select few panels (and even the in-flight limit is too wide on my screen, a horizontal scroll bar appears).
  2. Stock or Re-Stock? There seems to have been an incompatibility between RemoteTech and ReStock, fixed by Nertea and to be included in the next ReStock release: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/798
  3. This could be similar to the problem I see in one installation out of three. The telltale sign is that KSP-AVC only ever logs "SetLocalInfoOnly" and never "SetRemoteAvcInfo". The UnityWebRequest just times out, I don't even see Unity making any DNS requests for the update URLs. Kerbal Alarm Clock uses the (deprecated) WWW interface and does receive a response. Not sure what to make of it. It looks like a problem in Unity. I'll try and find some differences in the Linux Mint setups I use.
  4. By writing a suitable filter, probably including :HAS[...]. See the examples in the MM handbook and syntax description. Which common identifier do you try to target?
  5. That's a stock editor function. There should be a "Parent/Vessel" button to the right of the part list, below the place/move/rotate/reroot toolbar. Which levels of symmetry? I haven't noticed anything in this regard. It only happens when Editor Extensions is installed?
  6. Air pumps (in the external ECLSS Module) inflating SSPX parts on the ground (on Kerbin) works for me. The pod's pressure control plus Nitrogen does not.
  7. That appears to be the case if I understand this old report right: https://bugs.kerbalspaceprogram.com/issues/5987 I learned not to place fairings as root parts early on as it comes up every now and then in the forum.
  8. As <noname> said, "Best" depends on what you prefer.
  9. To be fair, it is documented: https://github.com/Kerbalism/Kerbalism/wiki/PlayGuide-~-Signal Docking a 16-S to a station equipped with a RA-15 significantly lowers the station's data rate. The 16-S is not retractable and thus cannot be disabled.
  10. I noticed I docked a lander with a Communotron 16-S to a station and saw the data rate drop dramatically. There's no way to disable a non-retractable antenna, right? On another mission, I sent a relay carrier (3x3 RA-2) along with some science experiments. The data rate was no problem. The power drain of 9 antennas was. I eventually disabled all but one data transmitter module in persistent.sfs
  11. I see. I read "I got NOT RP-0 (aka. RP-1) installed" as "(NOT RP-0)" so as to mean "I got RP-1 installed". Still, if there's any directory named RP-0 anywhere, it would match. It certainly doesn't in my RP-0-less install, even though I copied the InfoDrive parts into B9_InfoDrive:
  12. The installation instructions for RP-1 say: That would mean RP-1 is installed in a directory named "RP-0". The :NEEDS[...,RP-0] would still match because of this (or if there's any directory named "RP-0" anywhere in your GameData folder). Odd. Did you reinstall RP-1 since then?
  13. This looks to be the same root cause: https://github.com/ChrisAdderley/StationPartsExpansionRedux/pull/211 The MM patches cannot find the DeployedCrewCapacity key because its module accidentally moved below B9.
  14. I was reminded of this thread when I saw this comic: https://cad-comic.com/comic/im-canceled/ Thanks to this thread, I have a new mod to test. I was looking for an in-game scripting mod (vs external via kRPC) and was tempted to try and rip the parser out of KOS and replace it with a usable language, but this looks much more promising.
  15. Sorry, I'm not really familiar with SSTU. To me it looks as if a SSTUTools Rescue Contract tries to use a nonexistent agency. Might be some MM patches gone wrong? SSTU isn't officially updated to support KSP 1.8, yet.
  16. Could be. Do you have any logs from the time the contract appears/vanishes?
  17. This seems to appear with different combinations of GPUs and processors. The bugtracker mentions a possible workaround: After messing with some settings I found that changing Render Quality from Fantastic down to Beautiful or Good seems to lessen the problem or even make it go away completely. I haven't left the Mun lander in 1.8, yet. I'll know tomorrow if my system also freezes.
  18. I have been toying around with the Kraken Drive Mk20 (Steam Workshop file, unfortunately, but the basics should be clear from the screenshot). It uses landing gear pushing down onto a separate craft-part (not tested with the new "same vessel interaction" option). Unstoppable force meeting an unmoveable, indestructible object.
  19. I was under the impression that the sell-out "strategies" were one-time emergency bail-out options to turn reputation or science into funds. They don't have setup costs and are marked "Effective Immediately". You'd need to click the sell-out button every time you'd like to turn unused science points into money. I certainly never tried them before, so could be wrong.
  20. I added the names of unity tracking hosts to my /etc/hosts file (might work under Windows, too, but the file is in a different location). See this post by Snark:
  21. Samples found in ~/.config/unity3d/Squad/Kerbal Space Program/Unity/<uuid>/Analytics/* So, yeah, it does report lots of your interactions with the game but nothing I'd be much concerned about. I still block the tracking connections, though
  22. That's probably the case. Kerbals can reenter even without a heat shield (at least they used to in 1.7.3, haven't tested in 1.8.1). The thermal debug window can show details. Here's a trick I learned: To land at KSC, start from equatorial low orbit just above the desert peninsula before KSC. Burn the jetpack retrograde towards the horizon mostly to depletion, keeping some spare fuel for attitude conrol. Then turn sideways into the wind and enjoy the plasma grill. After the fireworks, deploy chute and you should be coming in for a soft landing in front of the astronaut complex. I use this method to recover rescued pilots. Zero-star engineers and scientists don't have their parachutes, yet. Parts with large thermal mass would be best. But those often have large mass, too.
  23. Not trying to re-rail this thread or anything, but, have you tried updating the old engines to use the newer ModuleEnginesFX module with some MM patch? That should make the engines use the new code.
  24. But... that would not require any CO2 scrubbers. With higher CO2 levels in the capsule atmosphere, the pressure controller would need less nitrogen. I just try not to think too much about it, I have to admit.
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