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Everything posted by DeadJohn
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Orbital Drift Compensation not working
DeadJohn replied to DeadJohn's topic in KSP1 Technical Support (PC, modded installs)
My problem seems unrelated to timewarp. I launch a new rocket and after circularizing in low orbit I can watch Pe and Apo values slowly change. AFAIK I have no orbital decay mods nor Principia installed. I've been playing for years mostly with JNSQ and KSRSS and never had a bad orbital drift problem. My new Beyond Home playthrough, though, is horrible. -
This forum keeps KSP1 alive. It's a much better tool than Discord for discussing new/upgraded mods.
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Is this a real account or did someone hack admin permissions? Account has only made this 1 post ... ok, maybe new staff under Havali, Annapurna, or a new sub-corporation ... but account was allegedly created 2015 so isn't new staff ... but weren't all the old-time staff fired? Staff page lists this user as a moderator not as actual staff. That staff page is really outdated, though, with everyone laid off a year ago still being listed as staff. Then there's the fake reputation count but someone beat me to it.
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Maybe attach a picture so we can see what your base currently looks like. Things that might be worth adding: Science Labs Mining/Refining Huge fuel storage tanks so it looks like a refinery. Near Future mods have 3.75m and 5m tanks intended for hydrogen and they look great even if you don't need functional fuel storage space. Near Future also has containers that look better than the stock ore tank. A hotel. Allow for more passengers than you'll ever actually need to run the base. Fuel cells, lots of RTGs, modded nuclear power, or loads of batteries so the base runs without sunlight. A garage for parking rovers. Kerbal Planetary Base Systems has a garage, or use a Tweakscaled service bay, or kitbash something with only stock parts. A landing pad, not that it's really needed on Minmus' flats. Build with things like structural panels (Tweakscale to reduce part count) or Kerbal Konstructs statics. Or put it on the roof of the garage for modestly sized landers.
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Module Manager shows nyan cat every April 1 (April Fool's Day) and another day, IIRC a Japanese cat holiday in February.
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[1.9.1+] OPT Spaceplane Continued 3.4.9.4 (beta) [Mar 24, 2025]
DeadJohn replied to JadeOfMaar's topic in KSP1 Mod Releases
@JadeOfMaarI had a weird glitch with crew experience and OPT parts. This is more of an FYI to get your thoughts rather than a request for a time consuming fix. A ship with two OPT crew compartments gave different experience to different crew after the same flight: 5 crew in the cockpit (OPT/Parts/main/j_7m_cockpit_qs/j_cockpit_qs) got experience for orbiting planets correctly 2 crew in the boarding ramp (OPT/Parts/main/j_2m_inlineBoardingRamp/j_2m_inlineBoardingRamp) only got flyby credit. This includes the homeworld and the sun. I'm using BallisticFox' Beyond Home fork. The planet pack might be irrelevant, I've seen similar experience glitches using KSRSS and JNSQ with different parts mods. I never gave much though to it and attributed the glitched to KSP being KSP. My wild guess is that the OPT cockpit that gave correct experience has an external hatch, while the boarding ramp has a shielded hatch behind the ramp. Maybe this triggers a KSP 1.12.5 or a Kopernicus bug. Log was already overwritten and it will be difficult to replicate the flight. If I notice the problem again I'll save player.log. Any thoughts on this glitch? -
Before proceeding with anything, make a backup copy of your entire KSP folder. That gives you freedom to experiment with fixes and rollback if something doesn't work. 1) Try deleting settings.cfg. When you restart the game your graphics resolution and many other things will be backbat default values. Don't worry about readjusting everything, just check to see if the new text problem is fixed, then rollback settings.cfg from the backup. 2) Did you recently add mods to an existing game just before this problem started? If yes uninstall those new mods. If the problem goes away try re-adding one or a few at a time to see which mod was responsible.
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My periapsis and apoapsis are not stable. They slowly change over time. It's most noticeable in low orbit because I can actually see the decimal values changing. but it's also affecting distant planets and even solar orbits. It seems like the old orbital drift bug but I confirmed that I have Orbital Drift Compensation enabled in settings.cfg. This problem causes havoc with maneuver nodes. I plot an interplanetary intercepts, make sure I'll hit my desired SOI target, fast forward to the launch window, then my maneuver is way off. I've tested with manual maneuvers, Kerbal Alarm Clock transfer window formulas, Astrogator calculated transfers, and MechJeb porkchop plot transfers. No matter how I plan my launch window and build a maneuver the maneuver becomes wrong by the time it's time for the launch window, and after I execute a maneuver my destination slowly drifts over time. Any suggestions for fixing this? My modset is based off of a previous JNSQ playthrough that did not have this problem. My new playthrough replaced JNSQ with BallisticFox' fork of Beyond Home. I made a lot of their changes but didn't change anything that should fundamentally affect orbits. List of gamedata folders in spoiler:
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Can you clarify "swap over" when using modded planets? I read the page you linked to about supported planet packs. The pack I'm currently using (Beyond Home fork) works well in Parallax 2 but isn't confirmed for Continued. Do you recommend not upgrading because it can't work due to Parallax syntax changes, or is there a reasonable chance that Continued will work with a 2.0.8 config?
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[1.0.2] Firefly - Revamped Atmospheric Effects
DeadJohn replied to MirageDev's topic in KSP1 Mod Releases
Earlier in this thread, maybe just a page or 2 ago, someone linked to a vapor cone mod. Search the thread for "vapor" and you'll find it. Or check CKAN for "vapor". I think that's how I found the mod. -
@dragonsmate17 TCA is sort of abandoned. The mod author's last post to any thread is 2022. The TCA thread reports that it was working with KSP 1.12.3. It's likely to still good for 1.12.5. Give it a try. If you don't want to risk wasting time using TCA with a less than fully vetted version of KSP, consider other alternatives. I've recently been using MechJeb to help with VTOL flight. I'm only using rudimentary MechJeb assistance (Differential Thrust) so my plane stays level while I vertically takeoff and land, for forward flight I'm using Atmospheric Autopilot.
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
DeadJohn replied to JadeOfMaar's topic in KSP1 Mod Development
Confirmed fixed. I tested the 1.25m part in-game and spot-checked some of the other configs. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
DeadJohn replied to JadeOfMaar's topic in KSP1 Mod Development
@JadeOfMaarI finally got around to installing Sterling Systems. Thanks for making it. You'll also recognize your adopted OPT in the attached image. New Update with TLDR: some of your part variants that upgrade heat tolerance are only setting maxTemp for the internal temperature. It appears that if you don't explicitly set skinMaxTemp it gets left behind at its original default value which makes the part just as explodey during reentry regardless of the upgrade (since skin temp tends to heat up before internal). As usual, I could be wrong and maybe there's something else weird with my installation. The 1.25m wraparound solar panel is overheating and exploding surprisingly early. I've upgraded the panel to "Advanced" that states 1600K heat tolerance. In flight, though, it explodes and the F3 info says it exploded because it exceeded 1200K. Viewing critical temperatures in Kerbal Engineer during flight shows that the panel's internal temperature limit is 1600 while its skin limit is 1200. I had a theory for the issue. The part definition WrapPVS1.cfg sets maxTemp = 1200. skinMaxTemp is not explicitly set which I think triggers KSP to default skinMaxTemp = maxTemp. Later, the upgrade in B9PS.cfg resets maxTemp = 1600, but skinMaxTemp might stay at 1200 rather than re-defaulting because it already has a value. I then sort-of-confirmed the theory by adding maxSkinTemp = 1600. It was much harder to make the part blow up, and KER and F3 properly showed the new 1600K limit. -
TLDR: copy/paste your existing KSP folder using the operating system. Create an independent installation of KSP for each save. That also allows other customizations such as different mods for each save. You don't actually have to completely reinstall KSP and mods, just find your main KSP folder and copy it to a new folder. Now you magically have a 2nd copy of KSP. You can then go to copy #2 and use Kerbal Konstructs while having no effect on your original KSP install. I don't know whether you still use Steam to launch KSP. If yes, Steam will continue to launch existing KSP folder #1. To launch copy #2 look for KSP_64.exe in your new folder #2. If you already use CKAN to install mods it will be pointed at folder #1. There's a CKAN menu item (I forget the name and not at my game PC now) to add the new instance #2 of KSP, and then every time you start CKAN you can pick whether you want to update folder #1 or #2. P.S. I think CKAN has a clone function to create instance #2 but I've never used that, always did it manually.
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Good news. The forum software license has been renewed for 6 months.
DeadJohn replied to Vanamonde's topic in Announcements
Is there any evidence the new owners (an unnamed subsidiary of Haveli) even know this forum exists? I haven't followed all of the threads discussing the status of the forums. AFAIK the new owners have never posted to officially say hello. And they are definitely not in communication with the moderators. Look at the "staff" page for this forum. Nate Simpson, Dakota, Nertea, etc. are still listed as staff. Moderators have said the owners have to authorize changes to the staff list and they have no one to contact. -
Congrats on release. Can you confirm the status of Beyond in relation to this new Anniversary release? Am I correct assuming that Beyond is discontinued and you don't plan to migrate your new parts to Beyond's smaller scale?
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Same solution, tweakscale
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[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
DeadJohn replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angelo Kerman I suspect SunkWorks is interfering with EVA propellant. I had a problem where propellant was not refilling when boarding capsules nor even after recovering Kerbals. Every time I launched from VAB I had to delete jetpacks from inventory and re-add them to get fuel. My hypothesis is that any jetpacks added to inventory while SunkWorks is installed are partially broken, and remain broken even if SunkWorks is uninstalled. After uninstalling SunkWorks, jetpacks had to be deleted from inventory and replaced by new unaffected jetpacks. Here's the sequence of events I think triggered my issue. These events span 2 weeks between installing and uninstalling SunkWorks; logs have been overwritten. KSP 1.12.5 jetpacks were working ok for me. I added SunkWorks to an existing career save. I built some submarines and did other missions. SunkWorks was working correctly as far as I could tell. I wasn't EVAing much so didn't notice whether there was a problem or not, no Kerbals had a chance to run out of EVA fuel. I started a brand new science playthrough, keeping SunkWorks. After playing for a while I had Bob Kerman unexpectedly got stranded with zero EVA fuel. He only left the capsule briefly and didn't EVA long enough to drain all his fuel. (I sent a rescue mission). I launched a brand new mission from VAB and checked the crew. They had varying amount of EVA fuel, confirming that there was no refill happening. Deleted existing jetpacks, added bran new jetpacks. Crew then had full fuiel, but if I used any fuel the no-refill probelm continued. Uninstalled SunkWorks. Launched new mission. Kerbals had still had varying fuel amounts. Deleted and readded jetpacks in VAB again. Launched new mission. New jetpacks added after deleting SunkWorks were working okay. Various posts in other threads and reddit say EVA propellant not refilling is a bug in KSP 1.12.5. KSP Community Fixes mod fixes that bug. I've had KSPCF as a standard part of all playthroughs for a long time so I never encountered that bug, although I can't say if I merely had good luck or if KSPCF is really fixing that bug. SunkWorks might be interfering with KSCPF, letting the stock KSP 1.12.5 bug emerge. -
You need to share your log file. Put it on a file sharing site and post the link to it here. Read the "How to get support thread" if you don't know how to do that. Maybe you installed BDB slightly wrong. Maybe you're using a bad tech tree. Maybe some other mod is conflicting. There are dozens of things that could be going wrong, and the log file will help narrow it down.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
DeadJohn replied to Gotmachine's topic in KSP1 Mod Releases
Thanks. That led me to the cause: SunkWorks. You even posted to the SunkWorks thread about this very bug Jan 23 2023. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
DeadJohn replied to Gotmachine's topic in KSP1 Mod Releases
@Gotmachine I think this is related to KSPCF. Sorry for bugging you if it's unrelated. TLDR: jetpack EVA propellant is not refilling when boarding, nor even when recovering the Kerbal. KSP 1.12.5. I just started a new science playthrough. I copied my prior KSP folder that did not show the propellant bug, replaced JNSQ planets with Beyond Home, changed some other mods (parts mods, and changed tech tree from Gradual Progression to CTT), then started my new game. AFAIK KSP 1.12.5 has this propellant bug and KSPCF fixes it. KSPCF is a standard part of all my playthroughs and I've therefore never seen the bug in any prior playthrough. Something I did while picking difficulty settings or changing other mods might be interfering with KSPCF. Any suggestions for fixing settings, known problem mods that conflict, or other things I should check before sending log files? EDIT: SunkWorks was seemingly the offending mod. I uninstalled it, problem with previously equipped jetpacks continued, deleting and re-adding new jetpacks fixed problem. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
DeadJohn replied to Nertea's topic in KSP1 Mod Releases
They are already compatible with each other when I use them, and also compatible with similar 1.25m ports such as the shielded port. From the rest of your post (that I snipped for brevity) it seems like you already tried and they failed to dock. Maybe a nearby part is hitting one of the docking ports? Or some other mod is changing docking behavior? You can only test the extending port after launching. It has no top node so you can't pre-dock in VAB. -
[1.12.x] Near Future Technologies (September 6)
DeadJohn replied to Nertea's topic in KSP1 Mod Releases
I think what you've done is adequate. The antenna signal path just has to touch the dish. Signals are omnidirectional so there's no need to aim at Kerbin. I think another mod changes that behavior where you have to have two relays on a relay satellite, one pointing at your ship and the other at Kerbin, although if you are using that mod you would already know because it affects stock relays too. -
The introduction of energy weapons will be met by corresponding developments in armor. It's much like the modern armor situation where tanks have multiple layers of different armor types to negate different attacks. One side researches a wavelength for their energy weapon, the other side researches armor against that wavelength. Energy weapons might eventually be very effective defense against aircraft. Aircraft are more constrained by weight than are tanks, so you can't just stack new armor layers on a plane. Energy weapons also have near-instant flight time which solves the problem of planes dodging/countermeasuring slow missiles.