Krazy1
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It could make sense... the surface parts and the surface of the cockpit are cooling off but still hotter than 1500 K rating for the cockpit core. The temperature indicators are relative to each part's max temp rating- they won't even be visible at 1500 K for other parts. As skin temperature drops, the rate of temp rise for the cockpit core will decrease but the temperature itself will continue to rise until the skin temp drops below the core temp. I haven't played JNSQ but from the Kerbin circumnavigation challenge, I learned the cockpit temp is always the weakness. My solution was to put it inside a cargo bay: A Mk1 capsule inside a Mk2 cargo bay will stay under 1100 K but an unprotected Mk3 will exceed 1500 K. Others have used fairings but I consider that an exploit because the drag is absurdly low.
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I plotted a pretty aggressive course for a rescue mission.
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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, I played for a while and came back to KSC and this happened: Restarted KSP and it looks OK again- 3,114 replies
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What mod?
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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
This looks very good on Mun. Just a general KSP gripe... I wish the transitions in surface geometry detail level changes were smoothed out. In orbit, big terrain features just instantly blink into existence every second or so, combined with a jarring framerate stutter. I guess everyone sees this? The improved textures with this mod just make it a more obvious need for improvement. I suppose it's in the core game and we're stuck with it? Isn't there some sort of geometric detail temporal antialiasing?- 3,114 replies
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[1.12.*] MOAR [x] Science! - KSP Science report and checklist
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
Minor issue: in the Here and Now window, the "suppress results window" button doesn't work. It worked in the old [x]science version, but I believe that was also on KSP 1.11 and I'm on 1.12 now. It's nice to have this when you set action groups to run all your science experiments, collect all and reset experiments. With the results window active, you can't reset experiments. So if you've already filled up on an experiment, the sensor stays full and can't run again in a new biome. I'm dipping into Eve atmosphere trying to get maximum science. UPDATE: OK not a bug. It is blocking the science results window when experiments are initiated from the here and now window. It doesn't suppress the results window otherwise (manually running experiments or using action groups). I wish it did but not a big deal. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Krazy1 replied to Gameslinx's topic in KSP1 Mod Releases
I'm new to this mod.. confused about the warning when KSP loads that says this version of KSP is not supported. I'm using Parallax 1.3.1 on KSP 1.12.2. CKAN says they're compatible. The OP says: You can download Parallax for KSP 1.12.x here: Parallax: https://github.com/Gameslinx/Tessellation/releases But the latest version there is also 1.3.1. So why's there a version warning? Simple mistake? Thanks. Hope this works - photos look great.- 3,114 replies
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I got a new badge for the first 2 shuttle challenge missions. BTW I suggest everyone put links in badges so others can easily find those challenges. Did some bug reporting on SpaceY. Otherwise felt like garbage but my covid test was negative - just a cold I guess.
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Krazy1 replied to NecroBones's topic in KSP1 Mod Releases
Hi @zer0Kerbal thanks for offering to take over. I'm on 1.12.2 using both this base SpaceY mod and the SpaceY Expanded mod and there are a couple issues (in addition to the Vernier engine issue linuxgamerguru mentioned before). 1. The docking ports seem to have too low bending stiffness. Here's a pair of 7.5m SpaceY ports TweakScaled up to 10m size that caused hilarity and eventual explosions until I got lucky on one launch attempt. It seems like it scaled the strength but not the bending stiffness, if that's possible. They didn't pull apart, just bent. I don't know how the game mechanics work - just my impression. I didn't try these without size scaling however. Pics: 2. This is apparently not just a part mod. It seems to have added itself to the pool of available agencies for contracts but doesn't do it correctly. I accepted one of these contracts, and now get an annoying wall of orange errors on screen every time the games saves or I change KSC buildings. The log error is: Input is null for field 'agent' in config node 'CONTRACT' Indeed it is missing the agent: Of course the core game should ignore this instead of painting the screen with orange text ... but it doesn't. I'll try to edit my save file and report back if I can fix it. KSP log file Update: Here's the SpaceY .SFS contract excerpt: Stock contract example: Why did Squad even have duplicated parameters?! Solution seems obvious. Update 2: Well, simply setting: "agent = SpaceY Technologies Corporation" Doesn't work. It's being overwritten and keeps giving the orange text error. UPDATE 3 (12/12): The error message from #2 above is happening even if I don't accept a SpaceY contract - it merely needs to be offered in Mission Control. Issue #3: the fairings seem to destroy anything they touch. If it happens to nick your payload when deploying, or part of the booster beside it... or the launch pad! VIDEO -
@LisiasDoes 2.4.6.6 do anything for the tank offset issue we were discussing? Github description sounds like another issue.
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Here's my sub for STS-1A and 1B. I flew it in my career game. I used TweakScale and Simple Fuel Switch - essential to the game IMO. I'm glad you have a mod category. For the orbiter, I went berserk and used Whiplashes for full flight capability and precision landing, and NERVs to use this ship for later missions. It might SSTO without cargo but I didn't try. I did a supersonic test flight from KSC to the desert airfield with the 40t payload. The booster is SSTO recoverable. That's a self-imposed rule for all my builds now. Album link Hope it's ok that I combined the albums. These 2 seem pretty straightforward.
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Thanks! I think it's OK... at least so far. I was able to launch the ship I was working on, luckily (OK it was some skill too) I didn't need to revert to VAB because I was afraid it would have the problem again. I did need to revert to launch once but the issue did not happen then. Here it is: Yeah that sounds like the problem I see. Especially when strutting between a mirror and radial symmetry part. I only remember it happening on scaled parts, but I scale parts often. For the ship in the picture, the plane is mirror symmetry and the booster is radial. Struts between them get messed up. yuck. what a mess. So far I just redraw them and the problem never happens in flight (I hope!)
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Welcome @Space Pie So will the probe hit an asteroid at 6.6 km/s ??? That would be very difficult but impressive. I remember Scott Manley made a video where he tried to crash 2 ships together in LKO, going opposite directions. It took many attempts.
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Pan pan pan... I upgraded from 2.4.6.4 to 2.4.6.5 and a ship I was working on got screwy in the editor. Side-attached tanks I tweaked smaller became offset to full-scale position. I just had to remove/ attach them and it was OK. I'm worried what will happen if I load a ship in flight built with 2.4.6.4? I'm going to back-up my save before I try that. Also @Lisias I have to whine about the struts getting mangled (old issue). Issue #127 doesn't really cover all the cases when this happens. It doesn't need chain scaling or any scaling after the struts are placed. Sometimes just reloading the ship, grabbing the root and rotating it or maybe transferring from VAB/SPH causes them to move one end off into the air in a random direction. Sometimes it looks like 1 of 2 struts in a MM symmetry turn into 2R symmetry (using EEX notation). I really don't have a clear case now because I don't notice it immediately, but I've had to redraw a lot of struts in the last year. UPDATE: I didn't see any problem with ships in flight already, but my ship in the VAB keeps having the same issue when I fix it and reload it: side-attached tanks that were shrunk are being pushed out with a big gap between the part and parent. Update 2: Also the PAW size slider has text over it but it's functional.
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Nice. You can get a lot of science if you can keep it loaded with experiments. Just some pointers here... I don't see enough batteries and solar panels. It will be night (in Mun shadow) roughly 20 minutes, 1200 s... x 5 EC/s ~= 6000 EC needed to keep processing science. That's a lot in early career. You can stuff a lot of 400 EC batteries in a 2.5 m service bay. For the panels, you'll need roughly 10 EC/s to recharge the batteries and power the lab in the daytime (5 EC for the lab, 5 EC to recharge before night comes). That's at least 6 of the 1x6 panels. And once a month (about 6 days) you could have a Mun night followed by Kerbin eclipse, so that would needed even more EC and panels. Just trying to help... it autosaves to "persistent" every few minutes. So if you mess up and quickly reload before it autosaves again, you should be able to go back and try again. If you use KAC I believe by default it will create a save when you "jump to ship". Those filenames start with a "z". If the save file's corrupted I'd consider spending some time with KML to fix it. It has a few built in error checks that might help.
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I had my first comet rendezvous. 7 hours away, closing at 5.6 km/s: I have a short video up close but I don't want it to be a spoiler, and I'm lazy. The vapor effect is pretty cool.
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Right now planets can be seen through the plume. I'm asking if the plume could obscure the planet. In this picture, the dust is very thick so I think we should not be able to see Duna. Ideally the planet brightness would vary with the dust density. (Like the previous request where a planet can be seen through the atmosphere in orbit or through the sun.) But this is a rare use case!
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This is really trivial and you should ignore it... but could you make comet tails translucent to planets? This is near a comet looking backward through the tail (while hovering the mouse on Duna). Ship is retrograde to the comet.
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I node-fiddled to get a prograde-only burn from Minmus to Moho. I should get 100 reputation points for this. I used Alex Moon's website but it's still not easy. Also note the bass ackwards purple orbit of the satellite contract I mentioned yesterday.
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I guess I love long xenon burns...
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I'm using 6.0.3.0 to transfer individual science experiments between containers. My goal is to separate experiments that can be returned to Kerbin for points. These get hopelessly tangled when using the "collect all" function. I see SM can transfer a single experiment - yay! But it would be nice if the mouse-over info showed all the data in the stock panel, like this: As it is, I need to scroll through both menus: stock to see the recovery value and SM to transfer it. Also the "xmit value" is a bit misleading - I'd call it xmit ratio. What does transfer processed / not processed mean? It has been processed in an attached lab I suppose? But I have multiple labs so does it mean processed in one lab or all labs? Thanks
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Mod request to tame the science container "collect all" function
Krazy1 replied to Krazy1's topic in KSP1 Mod Development
I haven't tried it. Looks like Papa Joe has an update coming so I'll wait for that to try it out. Thanks -
Maybe the Imgur app for iPhone?
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Neat folding wheels. Are you sure you have big enough solar panels for Duna? Only 43% of Kerbin's intensity. Maybe use the new panels in 1.12?
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I suppose others are also annoyed by this... The science containers have a "collect all" function but no way to move particular items out of the container. It's a science black hole. It would be nice to have a mod to remove one item (I'd call it "science popper") but it probably wouldn't be easy to add a button on the science review window. An simpler way would be to add a PAW function to collect science only from sensors and crewed modules - anything that does not have a "collect all" function itself. Or just modify the stock "collect all" this way. Then there would be zero UI changes. There's already a transfer function, so the stock collect all function isn't needed.