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KSP2 Release Notes
Everything posted by Corovaneer
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Corovaneer replied to IgorZ's topic in KSP1 Mod Releases
I would like to leave a KIS item inside an empty ship, on a seat. Can I do it in-game, outside of VAB? -
Game automatically sets resolution to desktop resolution, ignoring the settings. If I try to set resolution to a lower value to increase FPS, it changes while I am in the menu, then reverts back to HD as soon as I load the game or if scene changes. settings.cfg has resolution set to desired lower value on startup, file is not overwritten, but is ignored. If I check the options after startup (while observing HD res), settings.cfg has lower value. AnyRes mod will change value in-game to a lower one, but the setting is not kept (resolution reverts to HD at every scene change). The behavior reproduces roughly 80% of the time (sometimes settings are kept, but I can't reproduce why) The only way to reliably have resolution setting that you want is to change desktop resolution in Windows.
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Resolution Settings Not Persisting
Corovaneer replied to Windspren's topic in KSP1 Technical Support (PC, unmodded installs)
This is still a problem in 1.9.1 If I try setting a lower resolution to boost FPS, then, as the scene changes, it will revert to HD/Desktop res. The .cfg setting SCREEN_RESOLUTION_WIDTH and SCREEN_RESOLUTION_HEIGHT are set to lower values but are ignored. The behavior sometimes does not reproduce, but the only reliable way to stop it is to change desktop resolution to lower value, and then start KSP. -
Can't change my screen resolution
Corovaneer replied to Astatine85's topic in KSP1 Technical Support (PC, unmodded installs)
I also get automatic changes to highest available resolution. The switch happens when I load a save from title screen. -
Also have decoupler sound every second with onion module, in 1.9.1.
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This is a peak northwest from KSC. At first: But then (on a next visit): Deployed experiments are in the blue circle area. Obviously, impossible to land on, this time around. The settings before (and during) are like this:
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Corovaneer replied to politas's topic in KSP1 Mod Releases
Small question that was probably asked before; Say I have some mods installed manually, or I had a bunch installed with CKAN, which was later deleted. I am installing CKAN again and want it to take over the management of already installed mods. How do I do this? CKAN sees the mods with "list", but GUI window remains empty when Filter(Installed). "Ckan.exe scan" does nothing. CKAN folder also has "history" with .ckan files in it, but nothing is picked up from there. -
Just now I had a problem of RCS thruster breaking, getting fixed, instantly breaking again upon use, getting fixed again, and then again breaking as soon as it thrusts. As far as I understand reliability in the mod this should not occur on the time span of three minutes. It also reproduces after switching back to space center and then back to ship again. As soon as you want to use thruster it breaks again and no amount of fixing prevents it.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Corovaneer replied to RoverDude's topic in KSP1 Mod Releases
Another question - why isn't it possible to change mode in flight? To go from conservation of velocity to conservation of angular momentum? If one plays mod in a career it's kinda difficult to amass enough cash to make one of each just to compare, if you're stuck with one mode for whatever reason. Especially if there's no easy way to get the module back down to KSC to recover it (because of heat and drag)... -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Corovaneer replied to RoverDude's topic in KSP1 Mod Releases
Is there a way to reduce drag on a 25KK part? Or, well, any part? It's a bit frustrating to see this elegant aerodynamic-looking rockety ring resisting air flow with the might of a brick wall of the same size. And I kinda want to be able to get it back down to the surface in a manner other than an inflatable castle. -
[1.5.0] Procedural Fairings 1.5.0.5 (2018/10/18)
Corovaneer replied to rsparkyc's topic in KSP1 Mod Releases
What does this "density" parameter affect in practical terms? I was never able to collapse a fairing through pure atmospheric stress at the default low value, so why would I want to increase mass of a fairing? Does it affect how it handles thermal effects or something? -
[WIP] KerbinRover Off-road vehicles
Corovaneer replied to TiktaalikDreaming's topic in KSP1 Mod Development
This time I just installed it from CKAN on top of everything and ran a body with 4 wheels and nothing else. Wheels did not break, but colors remain: I haven't seen this with any other capsules so far, if it goes away somehow I'll let you know. Edit: it was "critical temperature gauge" mod. -
[WIP] KerbinRover Off-road vehicles
Corovaneer replied to TiktaalikDreaming's topic in KSP1 Mod Development
The car's body fabulously cycles through red, blue and yellow hue on the launchpad for few seconds, and then wheels break from overstressing. 1.4.5, modded -
Three out of four attempts to start "Dawn of Space Age" mission instantly crashed the game, with no crash reports or error messages. The game also crashed when attempting to restart this mission when it did load. A crash report prompt showed up but then also failed with "class could not be created" or something like that
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Corovaneer replied to nightingale's topic in KSP1 Mod Releases
Ah, ok I guess I've become desensetized to fluff text thanks to Squad, so this part didn't register at all.- 469 replies
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- contract configurator
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Corovaneer replied to nightingale's topic in KSP1 Mod Releases
Atmosphere analysis can't be run in water, I think. Also, text does not specify that the contract is at three locations, not just water in general.- 469 replies
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- contract configurator
- contract pack
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What is the best way to maximize thrust while retaining attitude control with throttle? Setting engines to "main engine", turning OFF vertical speed control and enabling T-SAS+Killrot still causes throttle to jump around wildly between about 40% and 100% several times a second. Is it possible to keep engines at 100% and only reduce throttle at some of the engines if attitude adjustment is needed?
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Narrow band resource scanner - what for?
Corovaneer replied to Corovaneer's topic in KSP1 Gameplay Questions and Tutorials
Not necessarily. Narrow band scanner offers you a display to look at - and you can limit all the information you get to that display. You get to know what is directly below your ship - but this data is not stored in the tracking station or the map view. So you can figure a decent spot along your orbit, say, "this crater looks better than the area around it" - but you still don't know how good the spot is compared to rest of the planet. And you would have to scan again if you play tomorrow, simply because you would forget what's where. If I would like to establish a permanent refueling station - I would still bring M700 - but if I need an emergency resupply for my mothership somewhere out in the Jool system or on Dres - it makes for a tough choice to take huge dish on every mission. At this point I would simply hope to find a decent spot with save/load if I really need some fuel, than to bring it. -
Narrow band resource scanner - what for?
Corovaneer replied to Corovaneer's topic in KSP1 Gameplay Questions and Tutorials
I've never landed into a completely empty area which looked good from orbit, using M700 data. Sure it might not be the absolute best in the vicinity, but usually it does not matter. On the other hand, bringing M700 over is a nasty 2.5m business, while narrow band scanner fits nicely under a 1m fairing "radome". I can easily fit it in an spaceplane. The size alone makes difference for layout of rocket, and rocket layout makes for a completely different mission. But having one dependent on the other kinda makes the choice pointless, because you're forced to always bring the big one first. -
How to stop rovers from being unusable
Corovaneer replied to quasarrgames's topic in KSP1 Gameplay Questions and Tutorials
Rectangular wheelbase of 8-10 wheels usually works better than 4 wheels. It offers lots of grip, adding a kind of "on the rails" effect to any vehicle. Center of mass should be low and roughly in the center. Don't make hard turns going full speed. Brake when going downhills. Power and steering work better on front wheels, braking in the back. Etc, common sense mostly.