Krazy1
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[1.12.x] Achievements Updated - Dependencies updated 11/30/2020
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
This looks like a fun mod. I just loaded it and my career file gave me 12 awards which is about 1/3 of the things I have done. Is is supposed to give you everything retroactively? I'll do most of it again anyway... but it would be nice to get credit for Eve. I'm going to need more astronaut diapers before I land there again. Mod 1.10.1.2 from CKAN with KSP 1.10.1.2939 -
Thanks for this great mod. The "selected object" resource display in the tracking station is a nice feature. I'm surprised it didn't come with KER instead... or stock! One request, if possible make this resource display update real-time or maybe poll the ships when you enter the tracking station. That would make waiting for ISRU to complete more convenient. Right now it seems to only remember the values at the time when the ship was actively viewed last.
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Asteroids do reduce mass as you mine them. I mean the total mass of ore lost and fuel gained is constant, but after mining an asteroid and undocking, the roid will have less mass. Are comets different?
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@RoninFrog Well done, but you have crushed my booster ego. Reading about your first rocket, I was thinking "7 Rhinos is good but my Kisyphus (link) has 8 Rhinos and way more fuel. I win." But then you come back with 9 of the freakin 5m boosters and over 500k LFO. I dream of having my own pet comet some day. I'll get medieval with TweakScale. It's too bad the Kraken got you. I didn't have any problem with that on Kisyphus so far, but that's pushing an asteroid not a comet. I didn't use autostruts.
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So I just did my very first Moho capture... that's basically it. But let me explain. The probe has a M700 planet scanner. So I needed capture with AP under 1.25 Mm and PE over 25 km for the scan. But I had just barely enough fuel. I did a 5 minute Terrier burn for about 3500 m/s dV, with PE initially at 10 km ASL. Due to the long burn, PE dropped down to 460m AGL as it passed the south pole. When the burn was done PE was -6454m ASL. The orbit went directly from escaping to sub-orbital. It has an elliptical orbit with World's First only saying I have initiated a fly-by. And when I push PE to 25 km it will have 13 m/s left. Thirteen! My new lucky number. Album: https://imgur.com/a/ZqSnf76
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Don't worry man - I already fixed it. Took 15 minutes. I'm building a giant Eve lander so that was the least of my problems. Purple witch... grumble... So do parachutes Tweak correctly? I scaled a Mk2-R up but the drag displayed in KER info window stays the same: 1.0 / 500.0. Mass and cost follow a squared law so that seems OK.
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Thanks! I just removed CC and it did not fix my craft. Oh well I'll rebuild her. OK... I think I've had it happen without scaling though; just moving/ offset/ rotate/ undo sequences. It's happens when I'm zoomed in and don't notice when it happens exactly. It could be the same root cause. I often put struts on somewhere in the middle of the build so I can test on the pad without it falling apart. But maybe I can autostrut temporarily to do that and add real struts last. I didn't know about ctrl-K scale chaining. I should try to abuse this power.
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Hold on... Houston... So on existing tweaked models, the tank fuel quantities are all getting reset to default. A C7 adapter at 5m size can only hold 800u LFO. If I tweak it down from 5m to 2.5m (stock) then it's only 100u LFO max. New parts/ models seem to work OK. 5m C7 adapter is 6400u LFO. Saving/ loading new models is OK. But existing tweaked models prior to installing CC are getting borked... but of course I installed a few other mods today so I can't be sure. I did not uninstall/ reinstall TweakScale. I'll play with it more tomorrow. Also the struts are still getting moved on one end. It's not from reverting though, it has to do with move or offset I think. I'll try to get a repeatable case.
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I was not able to get right-clicking something to work. BUT I did just find that clicking the hammer-wrench icon and "edit action groups" and then exiting that menu does close the experiment review window.
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I tried it. First, SimpleFuelSwitch does not work with Configurable Containers... I'm not surprised. 48 errors when loading. Without SFS. everything looks good! No more exponential cost growth
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Thanks @bewing That's unfortunate. I often get multiple copies in separate containers: run experiments, "collect all" on one ESU or probe core with science storage, run experiments again, collect all with another container. The second container does not take any duplicates from the first container, so you have 2 separate copies of the experiments. But I haven't seen multiple copies of the same experiment in the same container.
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I think the answer is negative but I'll ask: How can I transfer a single experiment from one science container to another container or to a Kerbal on EVA? How can I close the experiment review window without clicking "keep experiment" repeatedly? One way: enter and exit "edit action groups" This is so dumb it hurts.
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LOL For those following, @Lisias added all the solar panels. Now this thing is "ecological" ? OK, sorry I keep opening old battle wounds. Perhaps we should be ashamed of this abuse of power... perhaps.
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@Lisias I made a giant refinery that costs 20M and produces 1M per HOUR with an L1 engineer. The thermal system seems too small to maintain optimal temperatures. I think the 20m converter and all the 400% drills should overheat and efficiency should drop with only the 2 normal size cooling systems. I know this is extreme, but maybe extreme tests make things more obvious. It's on KerbalX: https://kerbalx.com/Krazy1/Refinery Note it takes about 15 minutes for everything to warm up and stabilize.
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Yes... it's maybe not perfect but it works. If you're using CKAN... and you should be... it says "Max KSP version"
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KerbalX.com - Craft & Mission Sharing
Krazy1 replied to katateochi's topic in KSP1 The Spacecraft Exchange
I had up upload the craft again but this is fixed now - thanks! -
Didn't expect that video ending! It's unfortunate your game runs so slow... like 1/4 real time? You are patient. I get the yellow clock a lot too but not that slow unless there's 800 parts. Big wheels would be nice. I tried so hard to make a giant VTOL rover. But the wheels kept breaking. When I used many wheels, on uneven ground, it concentrates all the force on a few wheels and they break. The XL3 wheels just wouldn't turn it either.
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Regarding the issue I saw with fuel tank cost using Configurable Containers a couple pages back: I tried SimpleFuelSwitch instead. It has all the functionality I need and it does work IF you change the fuel type before you scale it. Changing type after scaling reverts to stock fuel quantity. IMO CC borders cheating because it allows changing fuel type in game.
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I'm also having KSP crashes with this mod. It's great when it works but it's a crapshoot. For example, take the stock Dove plane and it runs no problem... but change the Rapier to closed cycle and it gets stuck at 0.0% for a few seconds before KSP crashes. Rocket planes are a thing... trying to run one shouldn't crash KSP.
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@LisiasThanks for the ideas. I tried rigid attachment turned on for everything (I usually think that's cheating but this is an exception). When it spawns and "eases in gravity" some tanks explode, but maybe select spots like you said might help. I split the flaps into two smaller ones - that helped. I still have the strut/ fuel duct issue but this time not when reverting to SPH. I was just moving or offsetting and I noticed it went haywire. Can't reproduce it again. I'll just save copies for now. Anyway, I was able to get it to orbit once! And another issue for you...engines flame cone and smoke size is not always scaling up depending on particular engine. I'm not even sure if you expect TS to scale these but it would look nice. It's only a visual issue. I made a test file with all the engines (except SRBs). Launch from SPH - too big for launch pad. https://www.dropbox.com/s/gfnkdge1rgfj57d/TS engine test.craft?dl=0 It looks to me that these flame cones are not scaling: spark, twitch, poodle, reliant, dart, swivel, mainsail, skipper, terrier and LV-N. Smoke is harder to tell, but RAPIER at least is not. Have KSP 1.10 with several mods but without Configurable Containers presently. TS 2.4.3.18.
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Thank you sir. That's a feature... until I can fix it. She used to explode on the runway, so I'm making progress. Well at least I'm good for something. Landing is easy; surviving it is hard.
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Yesterday the tax man interfered with my critical KSP work. How dare he! I will start my own country... after I get my refund! Using similar parts in your example, with added drop-explode feature, I could not make the issue appear. The only thing I noticed is when increasing the tank size after struts and ducts are attached, the second strut/ duct end does not move to stay on the surface of the tank while the 1st end does. That's not what I was talking about before and I don't expect that to work smoothly... a bonus if it does. https://www.dropbox.com/s/crujceqt2vu6ctx/bad struts after revert.craft?dl=0 https://www.dropbox.com/s/8kdm0m4fx9z5luy/KSP.log?dl=0
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Trouble-maker here... back for more! I'm having some borkage with struts and fuel ducts. I can build the model fine, launch still looks good, crash (obviously) then revert to launch or SPH and in either case it borks some of the struts/ ducts. One end of some of the struts are moved, sometimes inside the model sometimes going in the air. Different lengths and angles than original, but again only at most one end is changed and some are good on both ends. Yesterday I reloaded the craft in SPH after they borked and I thought it fixed it but today I did it again and it did not. I even exited SPH and went back and reloaded craft. So I guess it's altering the craft file when reverting? I gotta get to bed - sorry, I'll be back tomorrow. Thanks for your work! 6m Rapiers rock
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