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Everything posted by katateochi
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As @DeltaDizzy said, the .loadmeta files are only info about the craft, not enough to actually share the craft. So KerbalX only accepts .craft files. Drop those on the site, or do it all from in game with the Craft Manager Mod.
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When your Falcon-9 style ascent stage runs out of fuel in orbit but you told the marketing division that is was absolutely 100% recoverable. #RocketRoofRack Landed (somewhat surprisingly) safely. The CT-Heavy was already in orbit after delivering a payload, but the rocket stage wouldn't fit in the hold, so....why not just strap it to the roof (with KAS linkages). Main problem was trying to stay lined up while attaching the links on EVA. Couldn't get it perfect so the rocket was slightly over to one side which made staying level during approach a little tricky. I find it an odd querk with aircraft; it can take ages to get the design of a plane just right, little tweaks here and there to get the CoM and CoL set right, but then in the end; hey, why not just slap a shuttle on the roof or precariously attach an unbalanced and totally un-aerodynamic rocket stage, and somehow it just works.
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How the Hec do XBox/PS4 players even play this game ?
katateochi replied to Gavin786's topic in KSP1 Discussion
back when I first started playing (0.16 ish) I didn't know of any mods for hacking something into orbit, so lander testing just seeing if I could make it hover above the pad for a few mins. I figured, if it's got enough TWR to hover on Kerbin, it'll have enough for Mun and if I can make it hover for a few minutes then that'll probably do. Back then I didn't know anything about the different efficiencies of atmo vs vac for engines....actually, back then was there any difference? It was an approach that mostly worked, but yeah, I did spent a lot of time flying something all the way to Mun, just to test it (and that was in the days before maneuver nodes, so Mun transfers and rendezvous were all by eye....and I still think everyone should try to do rendezvous without using nodes at least once, just for the practice and the understanding it brings). Back then it seemed like that was the only way, and I had so much fun doing it that....well, I'm still here! Also all that mucking about was darn good training. These days, yeah, it does seem just a bit too much hassle to haul all the way to another planet, just to test the finer details of your rovers suspension settings, but I can imagine how someone playing for just some casual fun can still get a lot out of it. -
Do you play with G-Force and Pressure Limits on?
katateochi replied to jpinard's topic in KSP1 Discussion
yeah I play with them enabled (and plasma black out too, although I never experience that one). Mostly because I enjoy doing a sharp pitch or bank before approaching the runway to give enough Gs to knock out all the tourists but keep the pilot conscious! I also like it because it will rip a space plane apart if you try to pull overly sharp turns during reentry. -
I'll be honest, asteroids in KSP kinda freak me out; something about the way they loom at you out of the darkness as you approach them. So coming across this asteroid that actually had a face really left me feeling uneasy. The red "targeting" light on my AstroHopper craft didn't make things any better It was just, a little on the nose At 3000+ tons, I think this is the biggest potato I've ever captured. I've got it into a highly elliptical orbit, but it's going to take quite a few more orbits to gradually shunt it into a nice circular orbit around Kerbin. Fully fuelled, without an asteroid attached, the AstroHopper can put out over 3000m/s dV, with this thing attached it can do 38m/s dV. So it's case of mine and slight shunt then repeat.
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actually, the current way is more broken than I first thought. If you have a topic open in another tab (or possibly just if you've recently been to that topic), then new notifications that come for that topic are styled as followed links (not bold). So they look like things you've already seen, which is misleading/confusing. Can we have the old way back please! ie new notifications are shown in bold text when you first open the notifications menu. when you close/reopen the menu (or reload page and reopen the menu) then all notifications are not bold.
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Landing planes in water
katateochi replied to r3_141592654's topic in KSP1 Technical Support (PC, modded installs)
You can press F3 to bring up the flight log (gotta do it just after or during the crash, once you've switched back to the space centre I don't think you can get that info). That'll show you what impacted with what and what exploded. on a whole craft Katastrophe it's a bit of a mess, but scroll to the top and that should show the first things to go Kerboom. I would suggest taking all mods out and making a fresh stock save to determine if it's mod or core game related. Also, 1.7.1 or 1.7.2? prob not helpful now, but you can enable the surface features without creating a new save, this post explains how -
In the past when you clicked on the notifications icon it would show the new notifications as unfollowed links (ie bold text links). Then if you closed the notifications and re-opened they'd all appear as followed links (non-bold text). I kinda liked this behaviour. If you have 15 notifications, those 15 would be bold and if you chose to ignore them all, then when you next got say 2 notifications only those 2 would be bold. That made it easier to see what was new. Now all the links in the notifications remain bold unless you actually click on them. I see that this is more semantically correct, but I find it less useful. Was this an intentional change? anyway to get the old behaviour back?
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This started off as a question and plea for help, but as I made notes in here I gradually worked my way to a solution, so I thought I'd post it anyway incase it could help anyone else. I wanted to have a station on a solar orbit with almost the same orbital characteristics as Kerbin (except it is inclined by about 4.4 degrees). So the station basically trails just behind Kerbin, staying just outside of Kerbin's SOI and oscillating up and down relative to Kerbin (I might get into why I wanted this in another post!). Anyway, after some careful manoeuvring I got the station almost perfectly into place, it has almost the same Ap/Pe as Kerbin and the it's orbital period is only off my 23 seconds. By setting a maneuver node and advancing it in time I could see that it would gradually shift closer and closer to Kerbin, but wouldn't re-enter the SOI for a couple hundred years. So I was happy with that and left the station with it's two occupants and went to do other things. ok, that's the preamble, now for the problem. Around 200(ish) days after placing the station in orbit I went to check on the station. Moments after switching to it the game slowed right down and then the station vanished and the altimeter went red and all 0s; a tell tale sign of NaN errors. And sure enough when I opened the debug console it was just haemorrhaging NaN errors. Like this, but for all parts and constantly repeating. [ERR 22:50:29.289] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "cupola (Midas Array)/model/Squad/Parts/Command/cupola/model(Clone)/collider_base" On returning to the space station all the buildings were transparent and I had to restart the game. So I reloaded a save from before I switched to the station and tried again. same result. Then I thought, maybe some time related calc is resulting in the NaNs, so perhaps if I let some more time elapse it'll sort it self out. So waited around 20 more days and tried again. same result. I then decided to crack out hyper-edit and see what else I could see. I tried hyper-editing another 'test' vessel along side the station. This time the station still vanished and the logs were full of NaNs but I was able to revert flight on the test vessel and KSC wasn't effected. So at least I could keep trying things without restarting the game each time. Next I tried putting the test vessel in Kerbin orbit and using HE to bring the station alongside the test vessel. On clicking apply the station appeared and all seemed fine, No NaNs in the logs and no vanishing station. but various other things are screwy; some parts are misaligned and (very oddly) if I took one of the crew out on EVA I could control their thrusters, but they had no effect, so they'd just drift. Also EVA crew's power reading was NaN.....and this was the clue that lead to a fix. I reverted to a save before any hyper edit mucking about and opened the save in an editor (vim), a quick search found that several (but not all) modules on the station had `amount = NaN` for their electric charge resource, so I did a global find and replace for amount = NaN to amount = 5. Saved and then reloaded it in KSP and joy of joys, I was able to switch to my station and all was fine. Still not sure what the cause was (I have a suspect, but no proof) and I'm not sure if this will be a recurring problem. Part of the station's mission is a long term life support study. I'm running with TAC-LS and the station has parts from Universal Storage II that do recycling of LS resources. TAC requires a background processing mod to process LS usage while the ship is unfocused so my guess is that it's some part of that process that's resulted in NaN values. TL:DR Had a station that would cause NaN errors when switching to it. Found that several of the stations batteries had NaN power available, so edited the save file and replaced `amount = NaN` with `amount = 5` across the whole save and that fixed the problem.
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suggestions are very welcome, I can't promise that I'll be able do implement them but if it's a good idea I'll sure try! Here is the best place to suggest so other people can way-in on the idea too.
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KerbalX.com - Craft & Mission Sharing
katateochi replied to katateochi's topic in KSP1 The Spacecraft Exchange
Hi @Orky Kultur, I'm very sorry to hear that. There currently is no way to block/silence a user. I will send you a direct message to discuss this further. -
I'm having an issue in my modded install with a certain craft; if I engage reverse thrust on its Goliath engines the games turns into a slideshow while the animation plays. So I took the craft (which is all stock parts) to my pure stock install to see if the issue was there too. In stock there is no noticeable slowdown, but in the logs I see this: [LOG 22:09:20.264] RCS lock/unlock [LOG 22:09:20.284] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:20.304] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:21.306] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:21.327] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:21.907] RCS lock/unlock [LOG 22:09:22.317] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:22.338] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:23.319] RCS lock/unlock [LOG 22:09:23.338] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:23.358] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:24.358] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:24.378] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:24.523] RCS lock/unlock [LOG 22:09:25.358] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:25.378] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:26.373] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:26.412] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:29.021] [AsteroidSpawner]: New object found near Kerbin: Ast. XSV-619! [LOG 22:09:35.448] RCS lock/unlock [LOG 22:09:35.476] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:35.508] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:36.477] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:36.508] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:37.500] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:37.531] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:41.206] RCS lock/unlock [LOG 22:09:41.227] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:41.262] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:42.228] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:42.279] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:43.249] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:09:43.286] DragCubeSystem: Rendering procedural drag for turboFanSize2 In my modded install the log spam is much more: [LOG 22:54:22.872] RCS lock/unlock [LOG 22:54:22.900] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:22.922] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:24.710] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:24.745] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:26.526] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:26.550] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:28.330] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:28.354] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:30.176] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:30.212] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:31.992] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:32.016] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:33.828] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:33.862] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:35.646] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:35.670] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:37.482] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:37.517] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:39.291] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:39.315] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:41.139] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:41.174] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:42.950] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:42.974] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:44.795] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:44.830] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:46.612] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:46.636] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:49.800] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:49.870] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:51.704] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:51.764] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:53.653] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:53.707] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:55.531] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:55.585] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:57.446] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:57.503] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:59.312] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:54:59.370] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:01.229] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:01.271] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:03.068] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:03.113] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:04.963] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:05.000] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:06.803] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:06.863] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:08.715] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:08.779] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:10.605] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:10.658] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:12.464] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:12.513] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:14.366] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:14.413] DragCubeSystem: Rendering procedural drag for turboFanSize2 [LOG 22:55:16.219] DragCubeSystem: Rendering procedural drag for turboFanSize2 And on it goes. But, odd thing. I have another aircraft, very similar design cargo plane, with the same engine setup and there's no log spam (or at least no more than in the stock install). And another craft with the Wheesley engine doesn't show any issues when switching thrust reverse on. So....not quite sure what's happening. I think I'm going to try and rebuild the craft with the issue from the ground up and see if the problem suddenly kicks in when a certain component is added. I'll report back if I find out anything more. If anyone else has seen similar issues let me know!
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I can't quite bring myself to be pure stock (+DLC), so I use mods like Indicator Lights to improves stock parts (seriously can't be without that mod!), Aviation lights (because things need to blink) and some other part mods like Universal Storage II & KAS. But I keep the ship's core construction to Stock/DLC parts with the modded components as fairly easily swapped out modules. Makes it easier when upgrade time rolls around.
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Enabling Surface features without new savegame?
katateochi replied to Serenity's topic in Breaking Ground Discussion
Moved my 1.7.0 save to 1.7.1 and spent a good hour yesterday flying around Kerbin, thinking wow, these surface features really are rare.....now I feel a little foolish! This fix worked perfectly and with no issues. Thanks for the info! -
v1.7.0 and v1.7.1: how significant are the differences?
katateochi replied to Wolf Baginski's topic in KSP1 Discussion
I'm not noticing too much difference between 1.7.0 and 1.7.1 (aside from the DLC!). Generally it feels better overall, but I can't say specifically what's better. I moved a 1.7.0 save with 50+ mods (see mod list link in sig) into 1.7.1 and the only issue I've had was an already captured asteroid could no longer be mined. The only other thing to point out when moving an existing 1.7.0 save to 1.7.1 is you need to do this fix to the persistent.sfs file in order for the DLC surface features to show up -
I know which one I'd rather drive! Ok sure, the two with large wheels are SciFi (and one is just nuts), but: I'm pretty sure our current RL rovers only have small wheels because we can't afford the weight costs of larger wheels. But once (if) we get to a point of doing serious off world work (mining, construction, long range land based exploration), you can bet the wheel size is going to go up. If you got heavy things to move over rough terrain, you're gonna need big wheels, there's a reason all heavy construction/agricultural machinery has large wheels. Cars sure. but most cars can't off road too well. What I climb into most days has wheels larger than me
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Hey @Ezriilc, glad this mod is still current and working nicely. It really is a fantastic tool for testing designs. One wee request though; could you move the settings .cfg files into a PluginData folder so ModuleManager will ignore any changes to them. As it is if you move a HE window then next time you start KSP module manager does a re-process of all the modules which adds to loading times. Thanks!
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and are you able to click the download link on that page? or does that give you the error again?
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Are you able to go to just https://kerbalx.com/CraftManager (without the #download)? And are you able to reach the site's main front page normally? If not can you give me some info about your browser and OS.
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Space stations going Kraken can often be caused by having too many SAS units on the station. Also going nuts with autostruts can cause issues; strut with care!
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Aside from being insane this actually works kinda well. The "wheel" compresses as it goes over obstacles, kinda like a tyre. It also is a wheel, unlike the regular "wheels" so will continue to work if the rover was flipped upside down. Finally, I might be able to build something like the cars from Rollcage! This is terrible prototype, but I think there is potential here. here's a vid of it. https://drive.google.com/file/d/1EB3HBPUbnwvhorF1Ld3ZtrAtgByxZtu0/view?usp=sharing (sorry for the bad quality, my net is so terrible I can't upload anything large)
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I'm still waiting for someone to upload the first 1.7.1 + DLC craft to KerbalX - KX search for 1.7.1 + DLC
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ok KerbalX is now ready to receive your robotic contraptions. You know where to post it!
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