Krazy1
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Everything posted by Krazy1
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I made a new 6 crew spaceplane. In the first test, it reached orbital speed below 37 km and almost burned up... perfect. Second test - I tried landing this thing with full fuel on the infamous 06 runway (I think this is 06L... I can see 06C between buildings and maybe 06R south of the buildings?) Ended about how I expected... Then back to business... delivered 4 tourists to Shuttle Lander #4, this one is waiting for a window to Dres. So it's a tour bus now to pay for those big NERVs. Well, that was fun... while it lasted. After undocking, one of the 4 engines on the lander did not work. I've had this problem twice before. When you dock to a symmetrical branch of the structure model "tree" that has an engine, it breaks a parent/ child in that branch and the fuel is cut from the engine. So many bugs... Time for bed. I'll have to try editing my savegame with KML again tomorrow.
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So I had some debris today and it disappeared after it was out of physics range and I went on EVA. Found this in the KSP log: [WRN 19:19:07.449] [Flight Persistence]: Too many vessels in scene - skipping save for Shuttle Lander Dres Debris I found this from an old post: So it's not just the quantity of debris that the slider sets... it's the total number of objects in your save file. I had the slider at 150 objects and I do in fact have over 150 objects (mostly flags and asteroids). So that's why it started deleting debris. It apparently is not working as intended. The Wiki description does not match reality: I just bought and used this part for the first time today and I did notice that. Weird coincidence.
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[1.12.x] AFBW Revived (Joystick & controller mod)
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
I've been using KAC through KSP 1.12 despite the max compatibility listed at 1.9 and it seems to work well. I've seen some NREs when loading ships in solar orbit but they seem benign. -
Well that's interesting. There's a couple stock settings for debris- the max persistent debris which defaults to 250 and the checkbox for cleaning up debris at KSC. Any way persistent debris got set to 0? Maybe it's already in the KSP bug tracker - didn't look. KSC runway 06-24... holding Jeb's beer.
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Status report: I finished 300 contracts in 300 days in my present career save! Almost all in Kerbin SOI Pushed a class E asteroid into Mun orbit... that was tedious! I just made it to Duna orbit the first time. Getting science. I completely borked a 45 km hop on the Mun ... overshot the target on the near rim of a large crater, hit the wall on the far side at 150 m/s. The lander module survived and slid up the slope like a half-pipe and achieved 2 km above ground before crashing again 15 km past the target. Don't get cocky kerbonauts! I have a mod that is clearing my debris too (at least I assume it's a mod). Some undocumented feature maybe. I didn't figure out which one... [x]Science maybe? Did you add mods lately? Here's my mod list - maybe we can figure it out. I crossed out the ones that I installed after I noticed it was clearing debris.
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What mod?
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Me too... I believe they were trying to improve rovers rolling over when driving by making the surface much more slippery in 1.12. It's like driving on ice now. Problem is everything slides around when parked. Everything slides downhill... all the way down until you get below a couple degrees slope. AND if you're sliding too fast you can't save your game or change ships! Ugg. I had to use RCS on my lander to stop sliding so I could change ships. That was on the Mun. Bigger planets are probably worse. What if the RCS trick doesn't work? Just wait 10 minutes until you slide to the bottom of the valley?
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Krazy1 replied to Gameslinx's topic in KSP1 Mod Releases
Well, it's working fine most of the time. The textures are certainly better on the Mun and Minmus. Kerbin is better too but it's more subtle. I've only seen issues at KSC. It doesn't seem to happen early in a session - I have to play a while. Here's a log of my present session, still playing (good so far). KSP log There is an EXC on Parallax at every scene change. [LOG 08:48:40.091] [HighLogic]: =========================== Scene Change : From SPACECENTER to FLIGHT (Async) ===================== [EXC 08:48:40.461] NullReferenceException: Object reference not set to an instance of an object Parallax.ParallaxInFlightOperations.Update () (at <cb0720cb81c84273b2cb8a73f9c5d3d9>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) There are several of these exceptions when jumping to a ship with KAC. [LOG 08:48:49.443] [Kopernicus] Using Kopernicus Asteroid Spawner. [EXC 08:48:50.067] NullReferenceException: Object reference not set to an instance of an object Atmosphere.CloudsPQS+<DelayedCheckForSphereInactive>d__28.MoveNext () (at <344479ccb68743409608815de7dc27b3>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) UPDATE: it happened again after playing several hours. I was about to do a maneuver and I saw the orbit lines moving when the throttle was off... stock KSP bug. So I quickly went to KSC (standard method I use to stop the orbit changing when it does this) and it took longer than normal to load KSC and then it looked.... well just look at the last 3 pics: album KSP log- 3,114 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Krazy1 replied to Gameslinx's topic in KSP1 Mod Releases
Having some issues again at KSC. Something like this happened before (back a few pages) after I played a while and returned to KSC. It's persistent when I enter/ leave the editor. Also just noticed the Mun has some ghost visible through the ground. Anybody else? Parallax 1.3.1 on KSP 1.12.3- 3,114 replies
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Recued Jebby... not Jeb... Jebby from LKO and recovered his MEM to pay for the fuel. Also recovered a 5 m fairing baseplate from low Minmus orbit and handed it off to the same spaceplane, then landed at KSC. This is routine stuff now, just waiting for my interplanetary ships to get there. ALBUM LINK
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I saw that. IDK I'll try it sometime. Yeah, or the longer I play in a session. I made a new save game with 1 ship and it still crashed for that particular bug. I started playing on 1.8... not very optimistic.
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[1.12.x] Waypoint Manager - New Dependency added
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
Feature request... I'd like to toggle all of the waypoint markers on/ off in the map and tracking station. I sometimes drop a ton of markers to show biomes and they can start to obscure the planet surface. It's also nice to turn them off for a screenshot if you marked the anomalies and don't want a spoiler. Suggest RMB click the tray icon to toggle waypoints on/ off. There's a RMB icon click function in [x]Science! that may be useful. I suppose someone could accidentally click it and complain the mod is broken... so maybe change the icon color. Ship Manifest changes the icon color when the menu is open for example. -
You meant did not scale? Unfortunately this is a known issue: https://github.com/net-lisias-ksp/TweakScale/issues/27
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What about the repeatable crash to desktop I reported that wasn't even confirmed? You're not going to fix that? It seems like bug reporting is a waste of time. I want to be excited about KSP 2 but I can't be if KSP 1 isn't left in good shape at the end.
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Hi Lisias. One more request... make it work for asteroids. Right now it's showing only a small dot from physics range out to DOE setting for max rendering range. Then it suddenly blinks into full detail at the edge of physics range. With a class A it's probably not too noticeable but a Class E certainly is. It went from about 1 mm diameter white dot to 2 cm full detail as I approached it. It might be an extra challenge for new asteroids because they are "unowned" and KSP might not even spawn the details of the asteroid until it first enters physics range... just a guess. Thanks and good luck with this and IRL.
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
Krazy1 replied to Kobymaru's topic in KSP1 Mod Releases
Could you update the OP: Add change log for last 2 releases and describe the hotkeys in the "user manual". Found it in the gamedata folder changelog.- 980 replies
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Me too, especially with clamshell deploy, the bottom of the fairing gets pushed forward into the payload huh how?
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I'd like to share pics of my ion probe in clockwise orbit of the sun but Imgur is all messed up now. UPDATE - I managed to get Imgur to work... I did an almost continuous burn from LKO to outside Kerbin SOI. Here's the post with captions.
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Don't stress on KSP. The Kerbals don't have to deal with RLTM so they'll just have to wait. That's not good. Get some sleep. I found this gem in the 1.9 release notes: Fix surface attach node handling on Part Variants Seems "fix" is the wrong word here...?
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Hi @Lisias I see you're thinking about this issue complicated issue https://github.com/net-lisias-ksp/TweakScale/issues/223 But it's not just my SAS... I think lots of people using TS are in trouble. If we build a ship with side-attached tweaked fuel tanks that have variants and fly it *without reverting to VAB*, there's no problem. But reloading it in the editor reveals the problem. So it must be rebuilt every time it is loaded. I'm on KSP 1.12.2 and TS 2.4.6.8 now. So If I build this thing and save it and reload it... it's OK, because the tanks don't have any variants (I believe that's why). But if the tanks have variants, then the offset is borked when it's reloaded. Building OK: save and reload, or launch and revert to VAB: Note I did not change the variant, it only needs to have them. It still does this if radial decouplers are used to attach the tanks.
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So I was a little tired yesterday and I messed up my dV calc... badly. My ISRU ship had to go from landed on Mun to LKO and pick up an ore return probe and land on Mun again. I had about 3200 m/s... I thought that's enough...no! I didn't include the dV for landing or the effect of the extra probe weight. Needed 4000+ m/s. I would have had enough if I just finished refueling. So now I'm back in Mun orbit with the probe desperately trying to dock with the station that has enough fuel for it to land. I'm in nearly identical orbit with the station with 10 ms/ left! 10 out of 3200. And it has Vernors for RCS, no MP. But then I remembered... I pulled a couple baguette fuel tanks out of storage and attached them. Now I'm up to 51 m/s. No problem
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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 started using Parallax which uses Kopernicus and it has some bizarre shadows, especially when orbiting low. I had to turn "celestial bodies cast self-shadows" off. I wish they worked though. Here's a video. KSP 1.12.2, Parallax 1.3.1 (uses Kopernicus 1.12.1-68) -
At high AoA you're at in reentry, it might work. In level flight, I still couldn't get that to succeed. I even tried mounting a Mk1 at the end of the tail (backwards) and it still failed! Yeah, it seems like there should be a high temp cabin option that's heavier and/ or more expensive.