Krazy1
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Everything posted by Krazy1
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This has been quite helpful to organize my science experiments. Just some feedback, mostly about the science window... Window resizing is nice addition but the lower science pane is still quite small. Perhaps both panes could scale vertically equally? or the bottom pane could start scaling after all rows are visible in the top pane? It also clips some larger items, so it would be nice to resize horizontal and vertical... One Window and TAC Fuel Balancer for examples. There's some issue with the Unity style font exceeding the tooltip box size. The non-unity format is good though, so not a big issue. Some really large descriptions cause the text box to go off the screen, so I can't tell what biome it's from: Maybe text wrap or just truncate it? Maybe beyond this mod's scope but I really wish there was there was another PAW option for science containers to "collect sensor data" instead of only "collect all". PS: I'm using 6.0.6.0 on KSP 1.12.3
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Sounds like it...
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More pics.... Leaving Moho. Thanks Parallax. Leaving Duna. Thanks Waterfall Effects, Texture Replacer and DFLargeMagellanicCloudSkybox. Duna eclipse at sunset from Ike. Thanks Scatterer and Spectra
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I hate that the camera changes modes automatically, like from "orbital" to "free" when you go from orbital to suborbital. It's always when I'm about to do a burn and the whole screen starts spinning wildly. Squad should have made this a radio button option in the settings.
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First time on Duna. Biome hopping now and it's actually not that easy. The atmosphere has enough drag at mach 1 to make my lander unstable. I have to use higher trajectories and transfer fuel to the top at launch and then to the bottom at AP. The visual mods are certainly a bonus. The science return probe chute deployed, oops. Changing that "shouldn't" affect how the physics engine runs. It's just a minimum video frame rate limiter. It slows down Kerbal time relative to player time if the FPS drops below (Physics Delta-Time per Frame)^-1. It turns the clock display yellow when it's active. But we're dealing with KSP and Unity here so I wouldn't be surprised if there were caveats.
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Just got a huge impact on Moho... for science of course. 3.4 gigajoules or 0.8 t of TNT. If you want to get maximum seismic experiment science return in 1 hit, you should aim about 5-10 km away from the sensor and go very very fast. Remember e=1/2*m*v^2. You only need a little probe like this if it's going 5 km/s. Impact details: More info about optimal distance here: PS my 3rd probe was a bit bigger... 4.9 GJ impact
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Taking a moment to reflect looking back at Kerbin from the Mohole rim... and it's tarnished by the EVA construction axis bug I was going to use the jetpack with extra fuel cylinders to go to the bottom but I don't think I'll get back out. Some interesting machines you've made. I was hoping you'd eject a kerbal from a seat on the spinning disk to see what happens. Reminds me of a simple swing set I made to demonstrate a Kerbal rotational inertia issue. It's not super interesting but swing craft link
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That's a neat idea. What did you use for the yellow hubs? I would try using structural parts with high impact resistance. The ore tank only has 7 m/s impact tolerance so it's not very durable. 700+ parts will run pretty slow (you'll see a lot of yellow clock) so I'd try to keep it under 400 if you can. Looks like those are white liquid fuel tanks? You'll need LF+OX rocket fuel to run the fuel cells. You really don't need batteries if you have fuel cells - they have integrated batteries.
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Why doesn't the middle I-beam spin in your video? Put a scanning arm on the rover with about 1K electric charge, drive close and run the scan
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I found the green monolith on Moho. Why doesn't it work?
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Use the kit to run it https://wiki.kerbalspaceprogram.com/wiki/EVA_Experiments_Kit
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That tennis racket shape could be interesting to play with. It could demonstrate the intermediate axis theorem, like the EVA science experiment. veritasium video KSP video
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I wasn't using a VPN but it got me thinking. I just changed my network connection from "public" to "private" and that fixed the load delay... so far. I don't think I ever changed that so it's weird that it changed behavior suddenly. And weirder that it wasn't consistent. MS update? driver update? I don't even know what's happening in the background on Win10. Well, I hope it keeps working. Thanks
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Yeah but these are just tiny 1-seat probes... not worth fixing. I'd just launch another one with an '88. I already have 100G relays at Moho and Eve. Good luck with your machine. PS: I just remembered I'm playing with Moderate difficulty, so the commnet distance is set at 0.8x. The probe is 12.6 Gm from Moho and the Wiki says 2G + 100G range is 14.1 Gm... 14.1 *0.8 = 11.3 Gm. I was playing Normal last career so that's why my intuition was off.
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I'm biome hopping on Moho now. I left the 3 seismic stimulator probes in a high orbit and I'm filling the science-box probe to return to Kerbin. So it turns out that I had a spare rescue craft near Moho already because I forgot that I launched this first one. I'm running 15 contracts. I probably could have gone to lower orbit to catch up faster but now I don't really have a plan for the first ship... until something else goes wrong.... and it just hit me that I forgot to set an alarm for the 2nd ship And the second ship is identical, so I hope I have a signal when I get there.
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Well, good luck man! I've never tried RSS (only stock system) but I could not imagine doing this without TweakScale or bigger parts somehow. Part count would drop the framerate pretty bad I suppose. In the editor, Hanger Extender and Editor Extension Redux seem like uncompromising QoL improvements IMO. I also use Fill It Up to help optimize the LF/ OX balance for chemical/ NERV engines.
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"What we have here is failure to communicate." I thought a 2G receiver was enough for a rescue probe inside Kerbin orbit... nope. I have 100G relays at Moho, Eve and others and still managed to find a hole. So I'm going to wizz by at 5 km/s only 15 km away. Edit: Oops... Kerbin is 250 Gm not 350.
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I'm mostly wasting time feeding more science to 10 labs on different ships while most of them are on interplanetary trips. I'm using the admin policy to convert all science earned to reputation... at about 50:1 exchange rate, which is further diluted on the asymptotic reputation scale. I'll probably need 20K science to go from 94% to 95% reputation. I'm converting 75% funds to rep too. I took Gigarover from the Mun to Minmus. Added more pics to > photo album <
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Well, now it's different... normal start time actually. I didn't change anything. Then I noticed Malwarebytes finished running a scan. Then I tried CKAN again... and it went back to the long delay! Well, there's no entry in the Malwarebytes log about it. I added CKAN to allow it to access the internet... no change. Then I added it to the allowed list to stop checking it for malware and now it works normally. So it was scanning CKAN for 84 seconds every time it launched and then decided it was OK... so there was nothing in the log. Well, thanks for listening!
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OK... assuming the left number is ms, it's taking 84 seconds to display anything in the cmd window. It's stuck waiting for something. I can't think of what changed except Windows or AV updates. I'm using v1.30.4. I tried the "--debug" too but it scrolled off the window and cut the beginning off. PART 2: So I tried it again with internet disconnected and it did not have the long delay.
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I've noticed for the last couple weeks (roughly) when I launch CKAN it shows the black window with blinking cursor much longer than normal. I just timed it at 1 minute 29 seconds. That seems typical now. After that delay, the white GUI launches and it's totally normal, works great. Seems like some server timeout delay? Thanks for maintaining this mod. It makes managing and troubleshooting mods so much easier. Sidenote for others that use CKAN exclusively... there are some mods that can't be installed with CKAN. One of them I just discovered is Sound Track Editor Forked.
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Tweakscale Crew Bug
Krazy1 replied to Asaia22's topic in KSP1 Technical Support (PC, modded installs)
Hi Asaia22. If you're fairly certain it's Tweakscale then post it on that thread. Do you have the dependencies installed? Are you using CKAN? Also post your log files and describe it in more detail... are you adding Tweakscale to an existing save game? They disappear from ships in space already or when you move a ship from the editor to the launchpad? I haven't seen this specific problem before.