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Posts posted by miklkit
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Was traveling across Bop when I found a crack. Got the location and continued. On the way back came across that crack in another location and got that too.
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Editing? ugh. There is so much science available that I just left it there and never bothered with it again.
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Thanks to your hints I was able to find and disable that IVA.
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Log? Is this it? KSP.log
Hmm. That is just dumb. It makes no real difference in a spaceplane except it looks dumb but in a rover it is a killer. How can it be disabled?
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Except that it did explode and it did kill the crew. It does not show in the pics but that IVA (?) sticks outside the hull and extends into the cockpit. It is apparently subjected to the same collision forces as the hull.
When the rover rolls over with the interior turned off nothing breaks or explodes.
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I've been using the MK2.5 mod with some success and decided to build a rover using it. It works well enough and can carry a good amount of crew and cargo, but it has a fatal flaw. Somehow the MK2.5 passenger compartment has the MK3 interior now. It did not have this before, but its own interior. What this means is that when it rolls over with the interior view turned on the MK3 interior explodes and kills all the Kerbals. This is not ok. Is there a way to fix this?
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Just got notified to update CKAN, so did. Chose to update dev version, and maybe that was a bad idea because CKAN now has the "update all" hilited but when I click on it it flashes and nothing changes. KSP starts fine.
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I never used to use maneuver nodes for that, but saw some youtubers do it and tried it. Now I always do it because it is more efficient.
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This is your Steam install? Disable the Steam cloud and then reinstall KSP. Those files are probably there and are being reinstalled by Steam.
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13 hours ago, bobcook said:
Haven't played in a really long time, but was inspired by the SSTO built by the VAOS dude on YT. His channel has great content and I really like his sense of humor. I've not built a lot of spaceplanes and none of them are very successful, but this one worked really well. I follow his design reasonably closely, so credit goes to him.
As they say, any landing you can walk away from... or in this case, swim away from...
Yes I too learned a lot from VAOS, and spaceplanes are fun.
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I have looked into this some more and the MK IV seems to have a 20fps hit when parked at Ike. I tried to post the log here and managed to get it here unzipped, but then it crashed the site with a "bad gateway" error. Nothing happened when I tried to post it 7zipped.
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Not that I know of. When getting into orbit after making the AP and then drifting up to it before burning to lift the PE to circularise the orbit, the numbers on the top left usually flicker orange and maybe some red. With the MK IV they are almost solid red while warping until it hits 70k,and the fps is lower. Currently one is on Ike where I was testing the MK2 based rover it carried up and then getting it refueled and the average fps is 43.
I have built rockets up to 4500 tons that did not load my rig this much. I am not complaining but am just commenting in surprise. I just looked in the KSP folder and found a ksp.log of 4109kb. Is that large?
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Never realized before how heavy the MK IV is on my system. Average fps drops to 34-37 from over 100 with other smaller planes. The big OPT planes are heavy too, but not like this.
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I have found this bug in many cockpits and passenger modules. Possibly the Legacy parts causing it?
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I have not had any problems with Imgur, but I just had problems with AVG. Had to delete it and then moved to a different AV. Specific sites were being blocked.
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Looked into the Oulette and TAV cockpits last night. They seem to be the K shuttle cockpit but reskinned. They are incomplete, so I am going to work on something with the K cockpit. So far the KH Humpback is working out well too.
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6 hours ago, Manul said:
They do have dragshielding, if they don't then something is wrong. Cargobays can stick together with their inner nodes instead of outer nodes and it breaks dragshielding. It's easy to avoid by keeping the inner node busy with something like a nosecone, just stick a forward facing nosecone to the cragobay's rear inner node before attaching the next cargobay segment and it will be fine.
Correction. I tried other OPT and the cargo bays are ok. It is just the Legacy shuttle cargo bay that has drag in it.
Will do.
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Sorry for the late reply.
This spaceplane seems to balance pretty well. It has flown 3 times. First into orbit and back down to a landing. 2nd to the Mun and back mainly to test the rover it is carrying. 3rd to Ike for a rover repair contract and then back to a random landing on Kerbin. It is well balanced, especially at 450 tons.
I EVA by selecting a Kerbal in the crew pics and clicking on EVA. It does not matter which one I pick as they all exit from that same place. I am building spaceplanes using all of the cockpits as I just recently got the mods. MK2.5, MK IV, and all the OPT ones. Have not done the Ouelette and TAV ones yet. Next is a STAIL version.
Oh, one thing. The MK IV has just been updated and the cargo bay no longer has drag on everything in it, but the OPT cargo bays still do have drag in them. Could that be repaired some day? The difference in performance of the MK IV is quite large.
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When a Kerbal EVAs from that cockpit they exit in the back, like here.
What looks like a hatch at the back is nonfunctional, so they can only go back with the hatch in front. There is a fuel tank between the cockpit and the cargo bay so that may be the reason this does not work, but there should be other hatches.
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Thank you! May you do well in all your future endeavors.
This fix turned one MKIV from barely landing on the Mun to being able to land on Ike. I did not realize the cargo bay drag made such a large difference.
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That is not possible on mine unless possibly I add ladders internally in that empty space behind the cockpit. When they EVA they are hanging onto the forward hatch. Once the drop down there is no way out. There looks to be a hatch on the back but it seems to be nonfunctional.
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Just test driving a new buggy today.
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1 hour ago, Manul said:
I meant more cockpits like the OPT Avatar, allowing the crew to get on board without
The SXT Mria cockpit does exactly the opposite with it's single hatch being inaccessible from the ground level or from the cargobay.
Eh? What I meant to say is that once the crew is in that lower empty part of the cockpit they are trapped there. They can not get out. The only way to leave the main cockpit is by a crew transfer into the docked rover. No docked rover, no way out.
crack on Bop
in KSP1 Gameplay Questions and Tutorials
Posted
Over 1 1/2 years ago I found this crack and reported it here. I was asked for the location and no longer had it, so someone was going to look into it. Maybe the Community Fixes team?
In the 2nd location the crack is taller than a Kerbal so I walked her into it to see what would happen. Would she fall to the center of Bop? Nope. She blew up.