Krazy1
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Everything posted by Krazy1
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@prestja This seems to be working fine in 1.12.3. The UI says 0.2.6.1 beta but it's 0.2.6.3. Also I have eclipses active in Scatterer 0.0831 and I'm orbiting the Mun and Kerbin is eclipsing the sun. That works, Mun is dark, but PlanetShine is still illuminating the Mun side of the ship. It would nice if it integrated with Scatterer eclipses so it's totally dark.
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Apparently the "dislike" button is broken too. (for the forum, not you) He does look sharp in that hat.
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I just did the Shuttle Challenge 2A and 2B. 2B is tough. Landing on the runway with a 40t payload is unforgiving. That's quite an assembly you've got there. I usually use 3 to 4 big drills per big converter. 4 is better now that I'm playing Moderate career with 0.8 resources available. Or enough fuel cells. My newer designs don't bother with solar panels... it's more efficient but I need the fuel cells to harvest at night anyway. I made a spreadsheet to calculate the fuel cells needed. I suppose I'm not the only one. I would consider launching the existing rig on Gilly into orbit, then dock the 2 assemblies in space and land the whole contraption together. Just bring 2 cans of beans.
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Made a 14 crew MkII SSTO that I quite like. Exchanged tourists, crew and science with shuttle-lander. Docking broke the fuel flow to the engine on the same structural branch that I docked to. So I had to hack my save file again. Happens every freaking time. This game is so buggy. > album < How can I embed an Imgur album directly here? I got this <blockquote class="imgur-embed-pub" lang="en" data-id="a/VH4FLPG" ><a href="//imgur.com/a/VH4FLPG">14 crew SSTO </a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script> but then what? I thought I saw that before
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Krazy1 replied to Zorg's topic in KSP1 Mod Releases
Hi @ZorgOld issue... hope there's a fix for the loud bang sound when a ship loads UPDATE: I figured it out... it was some interaction with Ship Effects Continued. I think Smokescreen was triggering the sound effects of SEC, at least the engine enable sounds. I just removed SEC. -
It works on 1.12.3. I have: Contracts Window+ 9.4 Contract Parser 9.0 Progress Parser 11.0 None of them should show compatibility with 1.9+... they haven't been updated since 1.8.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Krazy1 replied to cybutek's topic in KSP1 Mod Releases
Thanks for the info. Makes sense. It's a linear approximation and just uses the vertical component. But at least it shouldn't display an absurd value. If the suicide burn start time is after the impact time it should not display it at all. Bad data is worse than no data IMO. I doubt it would be terrible. The KSP physics frame time is fixed at 20 ms. A CPU can do a COS in under a microsecond. The big performance hog is the ship part count because there are hundreds or thousands of interactions between the parts which also have springy joints. If you use the Trajectories mod, it does some fairly complex calculations like plotting the path of a ship through nonlinear atmospheric pressure. It shows the calculation time in the last tab and I'm seeing 1 ms/ 4% at the moment. I expect a suicide burn model would be similar. It could use some assumptions like a locally-flat world, constant gravity, constant mass and still be OK. I'm not saying I have it figured out but it's seems doable. Then KER is right but that defeats the purpose of a suicide burn. A landing is a launch in reverse... you wouldn't launch vertical and then turn 90 deg. and try to do a horizontal burn to get to orbit, right? You could but it's not efficient. I'm pretty sure it doesn't -
That is weird that it changed in flight. Never saw that before. But you can actually build 5, 7, 9... symmetry with Editor Extensions Redux FYI.
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[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
Works well thanks -
[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
Okey. I did the fresh install. Used CKAN to copy my Steam install (unmodded) and to install FIU. It auto-installed the dependencies. Note it installed zero miniAVC too. Player log KSP log I didn't make a video afterall... I think this is pretty clear: -
You've gone faster than light so time is reversed. You can't know what you did, only what you will do. If we try to help it it will create another problem in your future.
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[1.12.x] Kopernicus Stable branch (Last Updated August 29th, 2024)
Krazy1 replied to R-T-B's topic in KSP1 Mod Releases
I just did this and it simply restored asteroid spawning. I didn't experience any problems so far... but backup your savegame. (I believe it also eliminated an occasional NRE on screen while warping at 1000x when the asteroids were attempting to spawn.) -
Nothing... RL not fun. Checking in before bed. Weekend soon. Can't you always get there faster with more dV ... is that true? I think so, if you use a "reverse bielliptic transfer" dropping to a low solar altitude and back up to final orbit. Or direct cannon shot. I mean theoretically. All kinds of stuff happens when you're playing KSP. Sorry man welcome back it has the air intake inside the engine exhaust... creative . So what happened there? There's a drone and a missile hit it? how what huh?
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[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
OK guys. I suppose it has reached a *** ton of mods. I'll do a fresh install. Forgot you wanted player log - no problem (the other dev I pester wants KSP log) And picture won't really work - need a video. I'll try to do it this weekend - long week IRL. Thanks -
[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
OK... I have the dependencies and they're updated in CKAN. I used my modded 1.12.3 install with a new career savegame and made a new ship with a Mk1 capsule and a flee engine to test. Here's the log file. Again, with CTB set to "click" it's 100% good. With CTB set to "mouse" on the FIU window there is a distinct horizontal line between the 2 sliders... above the line does not click through and below the line will if you click-release the mouse button. However if you depress-slide-release it will not click-through. These behaviors are true anywhere above/ below the line on the panel, not just on the sliders. To venture a guess... FIU and CTB are not communicating the correct vertical height of the FIU window. -
Driving my prototype Gigarover around KSC. I lost a few parts going through the pool. Goal is to be able to fly itself from Minmus to Pol/ Bop then to Tylo. Still a lot of work to get everything assembled, get it balanced, build a booster.
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[1.12.x] Kopernicus Stable branch (Last Updated August 29th, 2024)
Krazy1 replied to R-T-B's topic in KSP1 Mod Releases
Hello @R-T-B@HafCoJoe I am using Spectra and I noticed there were no asteroids spawning. I need them for contracts. The existing ones in my save stayed, but no new ones came. I found this github issue and simply changing the parameter restored the stock functionality. I hope you could come up with a more direct solution though... asteroids and comets just break without warning. -
[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
So I'm rehashing the click-through issue. It's not a big problem but I understand it better now. KSP 1.12.3, FIU 0.2,0.2, CTB 0.10.17 Generally it does block click-through except for very specific cases. CTB in "click" mode works. CTB in "mouse" isn't perfect... My active craft has LF, Ox, MP. So those have sliders shown top-down in that order in the FIU panel. (I'm not showing ore now) Clicking the LF slider is OK but clicking the other 2 sliders might click-through. Either clicking the OX or MP slider so the little marker square jumps to that location or click-release the marker square without sliding it can click-through. However, click-drag-release does not click-through. The bigger problem is that basic KSP editor functions don't work well... we can't press ESC to cancel a move and CTRL-Z undoes all the PAW changes. -
That's from the OP. It seems almost impossible to have another cause for that very specific problem... right? My Duna looks good (I'm not using Scatterer). So... I suppose you didn't properly nuke the related mods and redownload them. Did you delete the mod folders in the Gamedata folder? If that really doesn't work then you need to post a KSP log file. I personally can't help further but nobody can help without more details. Are you using CKAN?
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After feeling unfulfilled by landing at runway 06, our 2 restless pilots set off on a truly death-defying flight with a landing that may never be topped. KSC is still buzzing about it... "The sonic boom broke half of the windows in R&D!" "The only damage to the plane was the bent needle on the G indicator!" "Are they in trouble, or getting a statue?" "Gene just went to the beach and paced back and forth." >>> VIDEO LINK <<< It still makes me grin every time.
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A pair of bored pilots couldn't resist another attempt at R06. The decided to go for 06 center this time... a bit longer but many more buildings on either side. They took a Mk2 plane with dual Whiplashes... took off, pulled up, broke the sound barrier - vertically - finished the Immelmann, cut the throttle at 500 m/s heading west and glided down for the landing. They touched down at 70 m/s and stopped "very close" to the Mk1 statue.
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There will be more attempts. But right now I've been experimenting with complex Duna - Ike orbits. I set the conic patch limit to 6. Here's a Duna capture with a triple Ike flyby. Graphic content... Maybe I should load Principia but I have so many ships heading out to planets, I think they would miss their targets. It also changed the Jool moons for stable orbits and I have a ship heading out for a Jool 5.