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KSP2 Release Notes
Everything posted by Tfin
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Squad. They continue to work at it, actually going so far as to rewrite practically the entire game and NOT sell it as "KSP2." I can't think of any part of the actual game that couldn't be better in some way (that might break everything else in some cases), but they're on it.
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It took three days, and sometimes it is the modder's problem, if they forget to change something. In any case, manually installing a mod normally maintained by CKAN is often more trouble than it's worth, as CKAN will see the change and require that you uninstall it manually before it will take control of it again.
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The kg to u conversion is there in the VAB displays, but the units of fuel are volume, not mass. LF and O (yes, the ratio is off, but the LF used is a mystery substance) have a mass of 5kg per unit, mono propellant has a mass of 4kg per unit, and xenon gas has a mass of 100g per unit. Some tanks are off a bit, but those are due to rounding to 2 decimal places.
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To follow up, I just went back to the limited-mod install, with ONLY Stage Recovery installed. The same thing happens. Launched new aircraft. Set the brakes, leaving it parked on the runway. Used map to switch to craft landed on Mun. Occupants of lander are OK. Used map to switch back to plane. Occupant is dead. So, it's back to that. Stage Recovery killed my pilots.
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Today, I sank everything into a single multi-satellite launch and refit mission, then had to save and exit. My career has been eaten by the kraken, with physics tearing the ship to bits when I reload it.
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Mods in order added: 1. RemoteTech Module Manager supporting Run, test, exit 2. Contract Pack - RemoteTech Contract Configurator supporting Run, test, exit 3. Ambient Light Adjustment Toolbar supporting Run, test, exit 4. QuickExit Run, test, exit Run, test, exit 5. Graphic Memory Monitor Run, test, exit 6. Stage Recovery (NOT adding KerbalConstructionTime) Run, test, Jeb's dead. Looks like the two might not play well together. Going to remove others to see.... Removed all mods except StageRecovery, RemoteTech, and Module Manager: Run. Recover Aeris 3A, launch new one with Maxmie. Switch to map. Switch to Kerbal X, previously landed on the far side of the Mun. Val, Bill, Bob all alive inside. Switch back to Aeris 3A, Maxmie has died.
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Creating a clean install. This'll take a bit. I should've kept one. 1. Clean install, added RemoteTech 1.6.9 with included Module Manager and nothing else. 2. New career save, Normal difficulty modified to not respawn dead. 3. Jeb is sitting on the runway in an Aeris 3A, brakes locked. 4. Launching a fully crewed Kerbal X. 5. Put Kerbal X in Munar orbit. Switched back to Aeris 3A, which... fell apart! Hmm. Jeb is still there, so next I'll have to start adding mods to find the conflict. Recovering Aeris 3A to relaunch, then I'll start adding on....
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KSC Astronaut Complex biome missing
Tfin replied to HiddenWolf's topic in KSP1 Technical Support (PC, modded installs)
I noticed that this biome's area is a bit spotty. While it was at level 1, I was able to find it by driving up against the building in certain places. Having Science Alert should help find it. -
Silly question is it cheating to use user made .craft ships?
Tfin replied to Cloakedwand72's topic in KSP1 Discussion
The ugliness comes from responses to his insistence that everyone should use MechJeb when they've just said they choose to play without it. Using.craft files is fine! They won't get you anything you couldn't get already, since the parts need to be unlocked first. You're skipping a great part of the game if you never design your own vehicles, but maybe you'd rather just fly them. So go for it. -
If you bring them back they'll be better at their jobs than anyone else you can find. Well, if you get them to both Mun and Minmus, anyway.
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What IS cheating? - The Thread to define the age old question!
Tfin replied to Overland's topic in KSP1 Discussion
Not using a mod that kills all your landed kerbals if you switch away from them is cheating. I wanted to go for a drive on Kerbin, like your train would possibly do, but I don't want to remove RemoteTech, which is somehow killing anyone I leave in a vehicle on the surface when I tend to my craft in orbit. Seriously though, yeah, the only cheating you can do in a modded single player sandbox is telling people you did something differently than you actually did. Other than that, it's a matter of staying true to the way you want to play. Does Jeb's death during reentry matter to you? Then maybe leave him dead, and hire someone new to run the junkyard. Hmm, he should remove that black background. I mean, it's been DAYS already.- 85 replies
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Kerbal Engineer Redux gives you numbers so you can match orbits without fiddling with the pop-up AP/PE readouts in the map. Kerbal Alarm Clock makes searching future orbits and tweaking for encounter easier. Both have other uses, and are easy to recommend. As said, match orbits while making sure the navball is set to orbit, not target (it switches automatically as you approach, so switch back). -- My first rendezvous of my current (1.0.5) career was done with just a single 909. Don't try that! -- Get RCS first, have a pilot that can hold prograde, select "control from here" on the docking part. If you're docking to an existing station, target the docking port. While the pilot handles the task of keeping you prograde to target, align the prograde marker on the navball with the target marker. Keep your relative velocity just above 1m/s or the pilot will decide he's done. Use the separate translation (docking) controls I,K,J,L,H,N to align, so that your rotation controls are still available in an emergency. This assumes your pilots are only 1-star, which they'll be if you haven't taken them anywhere yet.
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Mississippi... so, not the Klermont then, since Fulton's North River Steamboat operated on the Hudson?
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The Kerbals aren't concerned enough about it for that to even occur to them. The planet's axis is at exactly 90 degrees to its orbit, which is, as best I can tell, perfectly circular. There are no seasons, so if a year starts a day off every dozen orbits, it has no effect. It only matters for interplanetary affairs, and the scientists... just deal with it.
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Fortunately, I had another (overengineered) satellite in a higher orbit that had been placed to target the Mun. I've dropped it down, turned off one of its dishes, and am aligning it in orbit with the others at 1.2Mm. Thanks.
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I landed on the Mun, and had so much extra fuel that I did it without dropping the Kerbin>Mun transfer stage. This is my first Mun landing since career mode, I think, because I was astonished at how easy it was with Thompfel holding retrograde the whole way down. I did have to abort the first site, which was on the edge of The Canyon, but that was just a matter of angling up and giving it a quick burst. On the way back now, and I've realized I left the heat shield off. My lander engines really can't handle Kerbin gravity... glad I have the fuel to circularize in LKO. I think.
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GAH! I thought I had this down. I have three satellites in orbit of Kerbin, each with a Communotron 16 and a DTS-M1 (which shouldn't figure into this, they are set to target active vessel). I had the network stable at .75Mm (750,000m) and wanted to move it out closer to, but still WELL WITHIN, the C.16's 2.5Mm range. So I did the math, and found that my triangle could move out to 1.4Mm. To be safe, I stopped at 1.2Mm, with everything moving out at the same time to keep in formation, and... everything lost comms except the one in range of KSC. Where did I go wrong?
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Not much at present. Ambient Light Adjustment, Portrait Stats, and a few extra paint schemes for the few parts added by the... 54(!) mods I'm using. With continuous up-time limited to an hour or two already before the game crashes (usually narrowly avoided with help from Graphic Memory Monitor), I feel there isn't much room to add things right now.
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I am using RT. This has happened to Val twice now. Both times were while landed on Kerbin. Once was a jet, and once was a return from space that I needed to leave in place for some reason I can't recall. Both were before I had any network up (I've just got 3 omnis + active vessel dishes out at 750,000m right now -- going to move them to 1.2Mm I think), and both were after switching to another vessel that did some warping. There were no probe cores on her craft; there hasn't been a need for dual controllers yet, except for one failed test ("Oh, it's the OTHER one that has built-in SAS!") Other kerbals currently in orbit (5 rescues and a Mun mission) are still alive and well. I'm concerned about the pilot of the lander if I need to leave him on the surface for a bit, though.
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They're linked from another site, like photobucket. Today, Val earned herself a vacation by finally rescuing a pilot, Thompfel, from LKO. Besides being our second active pilot, Thom will be taking over operation of his former employer, Jeb's Junkyard & Spaceship Parts, following Jeb's untimely demise in a tragic Tourist rocket incident. This craft was a bit over-built. It surely didn't need the inline balute, and could have done with half the fuel or less on this stage, but capturing a capsule without any RCS was enough of a challenge that we needed to be cautious. Fortunately, following this mission we were able to upgrade our facilities and invest in some vital research. Hopefully future rockets won't be built of aircraft parts without more reason than "it's what fits."