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Everything posted by katateochi
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
katateochi replied to TriggerAu's topic in KSP1 Mod Releases
I can't thank you enough for this mod! Getting transfer windows was something I always struggled with (and other mods seemed to disagree about the best times). Not only does this make finding optimal transfer windows easy, but lets you make decisions about the cost of going at less than optimal times. Nice interface and it's integration with KAC is fantastic. Thanks for making this!! -
I'm not sure if this is the right place to ask this, but I'm having an issue that I think is to do with scatterer and SVE. It doesn't seem to happen with either mod installed on it's own, but it's present with both together. I also think that it might be a issue with the stock game and that these mods are just exacerbating it (just a hunch, although it's not apparent in a pure stock install). I'm getting really violent z fighting of textures (at least I think that what it is) when on the ground at KSC (it happens when landed in other locations but less intense). When a craft is on the runway it is almost flickering; it most apparent at the joins between parts, around clipped parts and on flat textures (like flags on cockpits) but shortly after take off (after getting about 300m above ground) it suddenly stops. It's not just the textures on craft, sometimes the whole of KSC is flickering. Here's a frame of the runway mid-flicker; I have seen it happen in space, but only a couple times, it mostly only happens when on the ground. I'm wondering if this is a known problem and if so are there any config tweaks/settings that can alleviate it. Thanks!
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How do you upload craft on the spacecraft exchange?
katateochi replied to budgetrocketcompany's topic in KSP1 Discussion
^^ what he said! (there's a link to KerbalX in my sig) KerbalX will also list any mods your craft uses. -
oh! doh, now I feel stupid! I actually did not know that! I hardly go in there because I hire most new recruits with training missions from Tourism Plus. Right, Phosen is now dismissed!
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It just seems that some Kerbals bring bad luck to missions. Some pilots can fly and land craft that have the aerodynamics and fragility of a greenhouse while others seem to manage to crash anything they get into. In my current career I've got one pilot who's flight status has been permanently revoked as they've crashed (and somehow survived) almost every craft they've flown, included some really tried and tested craft. Yes I know, it's got nothing to do with the Kerbal on board, it's all my fault, but whatever, I'm placing the blame on Phosen. Phosen Kerman is a menace to my space program and I want to fire them, but how? Obv I could literally fire them; out of something, into something hard, but I don't want the rep hit....I err, I mean, that's not morally right. I could just park them in a craft somewhere, but I'm playing with life support so then I've got to keep feeding them, or leave them with a huge silo of Life support resources, but a Kerbal at rest is basically an immortal. One option might be to set up a self sustaining base (greenhouse, airfilters etc), but I'm not sure if a single Kerbal can run a base like that, needs investigating. So what do you do with Kerbals who cause problems or who you've taken an irrational dislike to?
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and if you want to really cash in on tourism, the Tourism Plus contract pack is great. Doesn't rep influence which contract become available? or has that changed?
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KerbalX.com - Craft & Mission Sharing
katateochi replied to katateochi's topic in KSP1 The Spacecraft Exchange
This is what I call a "partless mod" and like with mods such as tweakscale, dck, etc I can add a rule into the KX mod detector that checks for a specific module/values being present in a part. If you can let me know what changes (that are unique to your mod) are made to a part in the craft file then I can see about adding a rule to detect that. -
ah yes, the "nailed in place" era and the F revolution....those were dark times. When SAS got upgraded to respond to input without needing to toggle it off (or hold F) it seemed like greatest thing ever, something that's now pretty much taken for-granted. I also use it on descent, just to let the plane setting into it's natural pitch. yeah, exactly. This is the reason F is still a thing. I also use it quite a lot on rovers; if your SAS is holding the rover in a slightly rolled position after jumping over something, holding F lets it's settle back onto all wheels. it's most apparent on aircraft (or things with control surfaces) as you can see all the control surfaces return to their neutral position.
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KerbalX.com - Craft & Mission Sharing
katateochi replied to katateochi's topic in KSP1 The Spacecraft Exchange
There is a trick, and now I think about it, it's not that obvious (I've just been using RedCarpet for markdown for so long it's just innate, so I didn't think to explain it). The trick is ending the line before the new paragraph with 2 spaces. "some words. [newline char]next sentence." - will produce: some words. next sentence. where as "some words. [newline char]next sentence." will produce: some words. next sentence. The only difference is having two spaces after "some words." The 2 space thing is also important when putting a bullet point list directly after another sentence. make sure the sentence before the bullet point list ends in 2 spaces. Hope that helps! I'll try to add an explanation of that into the markdown help when I get a mo. -
KerbalX.com - Craft & Mission Sharing
katateochi replied to katateochi's topic in KSP1 The Spacecraft Exchange
Your action groups on the craft will be just as you set them for anyone downloading the craft. What that bit means (although now you point this out I can see it's a bit poorly worded) is that a human readable description of what each action group does isn't read from the craft file. KX reads various things like crew count, part count, mass, etc from the craft file when you upload it, but although I can see what parts are assigned to action groups, it's almost impossible to convert that into a meaningful human-friendly bit of text, so it's best to just add the description of each action group manually. (There was a part B9 info drive, don't know if that's even a thing anymore, that let you enter action group descriptions into the part so you could read them ingame, and if a craft had that parts KX would take the descriptions from it). -
As you have Dmagic and ScanSat, I'd also really recommend RemoteTech. I think those three go really well together and not only does it add extra challenges but the flight computer feature it has it really great (it lets you execute maneuver nodes, or manually set burns and activate stages/action groups at a set time, so you can program the FC when you've got comms contact with the probe and then watch helplessly as it follows your instructions once it's out of contact and you can't do anything about it). I also really recommend IndicatorLights not only do they look nice but add useful information to parts, If you're interested this is a fairly up-to-date list of the mods I'm running with in 1.4.3 - https://kerbalx.com/katateochi/installed_mods
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Do you ever chuckle at your old missions or concepts?
katateochi replied to Ultimate Steve's topic in KSP1 Discussion
I look at some of my early youtubes and my ascent profiles make me shudder, not just inefficient, just darn stupid; like, what gravity turn. And then there's my early Mun landings where I landed by killing all horizontal speed at 40-50km up and dropped straight down....what a noob! ....oh I just read some of the other posts, at least I'm in good company; the 50k drop club! -
Guys I'm really touched by the support for KerbalX in this thread. I was feeling kinda miffed (and being British, that's quite a strong emotion), about the whole steam workshop thing, and this has really cheered me up. The other encouraging thing is the level of traffic on KX hasn't wavered, infact it's on an upward trend since Friday (but weekends always have more traffic). I'd been holding off saying anything about the workshop, "Mamma always taught me, if ya ain't got nothin' nice to say, don't say nothin'", but I've had a look at it now and I'm much less concerned than I was. Maybe it'll eventually get the mod detection capabilities that KX has, but I really doubt that it will ever have a search system that can match KX's. It's a generic system designed to cater for everything, KX is bespoke and KSP focused and if you want to find a craft that can take x number of crew, under a certain part count, contains specific science gear and will work with your specific mod setup (etc), we got ya covered! I'm mostly upset that Squad didn't even bother sending me a message to say something like "thanks for holding it down, but we're going in another direction now". I would have been very open to the idea of tighter integration with KX and KSP and with the platform KX is using I could scale it up to industrial levels of user throughput. But whatever, my plan now is just to out-feature the workshop (it'll just happen more slowly as RL is being awkward at present). KerbalX ain't going anywhere (and stray busses not withstanding, nor am I). I will continue to run and improve KX and make sure your craft are secure and always available. I will continue to protect your works against shameless reposting, and prevent site-scrapers pulling content off to re-host on other sites (don't know if steam deals with either of those problems). I will continue to regard your content as your intellectual property, to which you retain all rights and I will continue to never collect personal data to sell for marketing. Thank you everyone for your continued support and especially those who've posted above. You guys are awesome! Kat
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KerbalX.com - Craft & Mission Sharing
katateochi replied to katateochi's topic in KSP1 The Spacecraft Exchange
Excellent!....but the KXMod is so last year try Craft Manager instead, it does everything the KXMod does and replaces the stock craft list in the VAB/SPH, adding search, sort, tagging etc It won't notify someone who's just downloaded it (I thought that would result in folk getting bombarded with notifications) but it will notify people who follow you. -
I would go for making a perhaps slightly more spacious "command pod" around the seats using structural panels and I-beams; I've not build landers like that, but I've made a few aircraft with cockpits like that and one big advantage with them is they are fantastic in a crash. Unlike a command pod that goes poof taking everyone inside it with it, make shift cockpits crumple (kinda), the external parts take the impact and even in some truly spectacular nose dives into the ground, the pilot was only slightly dazed (as opposed to slightly dead).
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Important for anybody who is using a space station
katateochi replied to ArmoredLipid's topic in KSP1 Discussion
I use the MJ SmartASS on stations too (on everything, I basically fly by SmartASS, best. tool. ever.). The really nice thing about it is that as you approach the station in another ship, when you get in range the station will automatically reorients itself to the desired heading without you having to switch to it. (the horrible thing about it is when you undock and a previous SmartASS setting on the undocking craft kicks back in and it suddenly spins round and wallops the station). Another way of reducing SAS induced station death-wiggle is to auto-strut parts across the docking port. I think also the design of the station's SAS is important. I always put my station SAS close to the centre (COM) of the station and make sure all the SAS modules are oriented the same way. When you bring new modules up to the station, don't have probecores (with their own SAS) and SAS modules on each station module, have each module as inert (uncontrollable) sections and use a docking tug to push them into place. That way you can keep a single central station control module and not find you've accidentally added more SAS to the extremities as you add more modules. -
oh, I always use lime juice under a waxing gibbous for best results. but seriously. I've been playing modded KSP since 2012 and I have never had a mod cause any PC issues or do anything "bad" (apart from crashing KSP, but KSP used to do that on it's own perfectly well). As far as damaging a PC's performance, obv a low end machine won't be able to do much else while KSP is running, but it won't leave any lasting effects. Although I would say, I'm not totally convinced that all the RAM used by KSP+mods gets properly freed up after closing KSP, (if a mod has a memory leak that may be the case). But just rebooting the machine will sort that out. It is theoretically possible for a mod to be malicious, but mods posted here are well peer-reviewed (and there is the requirement to post the source code). If you want to play it safe then stick to popular (mainstream) mods that lots of people use and you won't have any worries about negative impact on your computer. If you find some random mod on some shady website that doesn't have any user following then probably don't use it, but I'd honestly be more concerned that it was just badly written and therefore slows KSP down that it actually doing anything evil.
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What’s your favourite rocket type?
katateochi replied to Hummingbird Aerospace's topic in KSP1 Discussion
I like SSTOs for crew and light to medium payloads. 50+ ton, or oddly shaped payloads then it's rockets. But I've got 3-4 standard rocket LV's so it's just a case of pick the right one, attach, launch, job done. Where as SSTOs still really tax my noggin in the ol' design department, I'm still not that good at them, so the challenge is appealing. I find SSTO space planes more fun during reentry, and more useful; just a bit of pitch control and you can really adjust your landing site, and then landing is much more fun (where's returning command pods, stages, etc, it's a lot of waiting, deploy chutes, more waiting....) and then there's the whole reusable aspect. -
[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
katateochi replied to nightingale's topic in KSP1 Mod Releases
I'm really liking this and Tourism Plus, thanks for making these @nightingale! These really make career mode fit with my own goals and let me basically ignore all the stock contracts which is great! One really minor, teeny-weeny, almost not worth mentioning issue; after installing Anomaly Surveyor the loading "tips" shown while loading KSP have been reduced to just "Configuring Contracts", "Surveying Anomalies" and "Loading..." all the other stock tips and others from other mods arn't being shown. -
Wow, another useful mod, restored by @linuxgurugamer, you're awesome dude! I am getting an issue though which sounds related to @Fraktal's issue to do with nuclear engines; On craft without nuclear engines everything seems ok, on craft with nuke the frame rate drops right down (to like 8-10, from 120). Lots of calculating drag cube messages ("DragCubeSystem: Rendering procedural drag for nuclearEngine") going past in the debug console. The other issue (which happens with any craft) is if you open the GUI the frame rate drops if you mouse over the window (with lots of the wonderfully helpful "NullReferenceException: Object reference not set to an instance of an object" error in the logs). here's my log file; I was trying several craft out, switching between stock COL and correctCOL marker so it might be a bit long. If you want me to just do a specific test and get the logs for that let me know - https://drive.google.com/open?id=13KS1z7h5HXcxCPEd64ZLyuf7rYohVzZm
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
katateochi replied to Galileo's topic in KSP1 Mod Releases
Yes indeed (sorry for delay, was away a couple days). I've posted on the Kopernicus thread (post here). -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
katateochi replied to Thomas P.'s topic in KSP1 Mod Releases
I've been having some frame rate issues with StockVisualTerrain and after some tests have found that the drop in frame rate seems to come from having Kopernicus installed. For testing I had a 137 part (all stock parts) craft landed on Mun. With no mods in stalled I got 110 fps, with ModuleManager and ModularFlightIntegrator the fps was the same. With Kopernicus installed the frame rate dropped by ~25fps. Adding SVT on top didn't reduce the frame rate. Obv if I just had SVT (+dependencies) having 80+ fps wouldn't be worth mentioning, but with a bunch of other mods installed that 25fps hit becomes more of an issue. Is there anything I can do to reduce what Kopernicus is doing in my setup (I only need it as a dependency for SVT)? Or is there currently a known performance issue? These are all the tests I've done, tests 7-10 are the ones focusing on Kopernicus and it's dependencies. and here is a zip containing the corresponding KSP log and ckan file listing the installed mods for each test. -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
katateochi replied to Galileo's topic in KSP1 Mod Releases
Sure. & also tested with just Kopernicus' dependencies and then pure stock as a control Test 07 - [Stock + SVT, Kopernicus, ModularFlightIntegrator, ModuleManager] mods see list; 07_mods.ckan see log; 07_KSP.log FPS: 82 Test 08 - [Stock + Kopernicus, ModularFlightIntegrator, ModuleManager] mods see list; 08_mods.ckan see log; 08_KSP.log FPS: 86 Test 09 - [Stock + ModularFlightIntegrator, ModuleManager] mods see list; 09_mods.ckan see log; 09_KSP.log FPS: 109 Test 10 - [Stock] mods see list; 10_mods.ckan see log; 10_KSP.log FPS: 110 I've updated the shared zip with log/mod files for those tests SVT+Kopernicus and just Kopernicus had about the same FPS. Then removing Kopernicus increased the FPS by ~25 fps. Just Kopernicus' dependencies and pure stock had around the same FPS. So.....Kopernicus. That seems to be where the FPS drop is coming from. -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
katateochi replied to Galileo's topic in KSP1 Mod Releases
I'm running 50+ mods so I wanted to check if other mods where the cause so I did a set of tests with different mod setups. For each test setup I've included the KSP log file and the .ckan file that lists the installed mods for that test. Here's a zip containing the KSP logs and mod lists and these are the tests I did: Tests all start with KSP log deleted. and save reset to same starting point. Steps: Load KSP with given mod payload, load save, go into tracking station & select landed craft. wait 20-30 seconds for FPS to stabalize and record FPS landed craft is a 137 part craft made of all stock parts, landed on Mun (near Mun Arch on equator) KSP info: KSP 1.4.3 build id = 02152 2018.04.26 at 23:09:44 CEST Test Machine i7 6800k OC'd @4.1Ghz 32GB RAM GTX 1070sc (8GB) Windows 7 pro 64bit Test 01 - [low mod setup including SVE & Scatterer - without SVT] mods see list; 01_mods.ckan see log; 01_KSP.log FPS: 65 Test 02 - [low mod setup including SVE & Scatterer - with SVT] mods see list; 02_mods.ckan see log; 02_KSP.log FPS: 40 Test 03 - [full mod setup including SVE & Scatterer - without SVT] mods see list; 03_mods.ckan *see note at bottom see log; 03_KSP.log FPS: 50-55 Test 04 - [full mod setup including SVE & Scatterer - with SVT] mods see list; 04_mods.ckan *see note at bottom see log; 04_KSP.log FPS: 20 Test 05 - [Stock + SVE & Scatterer - without SVT] mods see list; 05_mods.ckan see log; 05_KSP.log FPS: 90 Test 06 - [Stock + SVE & Scatterer - with SVT] mods see list; 06_mods.ckan see log; 06_KSP.log FPS: 58 Mods not listed in full install ckan files (tests 03 & 04): WildBlueTools, Pathfinder, MemGraph, Buffalo In all cases including when no other mods were installed apart from SVE & scatterer (and their dependencies) adding SVT resulted in 25-30 FPS drop in frame rate.