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eRe4s3r

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Everything posted by eRe4s3r

  1. I just want to add my thanks for this. Adds so much more "boom" and "fire" Great and many many thanks you took this upon yourself
  2. All this launcher did is make me uninstall the Steam game and install the GoG version before the launcher. Upside: All mods work. Downsides: I have a 11 year old tutorial bug. Yes I know, truly shocking consequences of freeing KSP from Steam But if I have to choose between KSP1 on GoG with Parallax and Tweakscale or KSP 1 on Steam with neither the answer is VERY easy.... ^^
  3. Watched every launch so far, can't believe they finally did it.. let's hope it's the first of a thousand good landings. And thus much cheaper space travel...
  4. Did anyone ever notice that with Science Alert and the ability to quickly have tons of science reports gathered and "sent" you can actually glitch the com devices on a craft into a "transmitting" state, where they don't actually transmit, can't be retracted, and can't abort the transmit (as in, ALL com devices, not just 1 or 2. ALL)? Quicksave Reload fixes it.. except you lose the science that was passed to this "broken" transmission as in, you literally lose it. The report is gone, and you have to get it yourself again. I am a bit unsure whether this is because of mods or what, or maybe it's a stock ksp bug? In normal KSP you can't notice this easily because you don't often have 5+ reports stacking up against 5+ com devices. There is also no entry about that in the log files anywhere. It's as if the game forgets to transmit science at some random point and just.. doesn't recover from that without a reload. Mainly posting this here because chances are high people here might have had the same issue. Anyone know what causes it?
  5. That's a superb question, I deleted that and deleted the original sciencedefs and.. let steam redownload. (actually I just flat out deleted the whole folder and re-verified.. I was lazy) And now all works. I have literally no idea (anymore) where that 2nd file came from but thank you for suffering through my stupidity. Everything works now.. and aside that fixed another problem I was having.. heh I guess this is my punishment for not wiping the KSP install before installing the new KSP version. Very sorry Ps.: Just adding, I love the mod
  6. Yep that's what I mean, but deleting that does not fix the problem. As far as I know that would be very obvious in the output log though ;( Here is my output log (from the fresh start without CSS) https://www./?3dm6t2p0xzd3tw6 I can't make head or tails with these messages, there is module manager voodoo going on from DMAGIC, but Station-science's experiments.cfg does not appear to be loaded. That .. I am not even sure how that's possible. I am sure there is some incompatibility I am overlooking Oh.. huh? Where is that -snip- part coming from? I try deleting sciencedefs from Squad/Resources too Of course, that fixed it. well. for the mod, now the other experiments are gone ;P Ah.. redownloaded the missing file from steam, now all works.. Huh??? Steam incorrectly patched this file or what? Either way, all works now.
  7. Just adding that I have the exact same problem, just with Creature Comforts. [R&D]: No Experiment definition found with id zoologyBay (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [R&D]: No Experiment definition found with id bioproducts (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) I am guessing it's some kind of mod compatibility? But with what? I have plenty of mods that might conflict.. DMagic Community Science Devs Scansat (DEV) Science Funding Science Alert SXT: Stock Extension Universal Storage Kerbonite / Regolith Kerbal Engineer MechJeb Editor Extensions CRP Collision FX Min Ambience Either way, since this problem is the usual "science-def" problem I am a bit stumped, since I am pretty sure I don't have duplicated or wrong entries. It simply doesn't load this mods cfg's for some reason.
  8. Well of course though I also increased funding income by the same amount, but the RnD cost is clearly above any other cost in the game. The problem isn't really the cost itself, the problem is that it's a progression blocker of epic proportions that is a binary switch to unlock the ENTIRE remaining tech tree. Seems like a bad idea to do this like that, especially when mods add tons of more nodes (All behind the tier 3 "paywall") I would really prefer if the upgrades to the buildings were more gradual anyway with at least 10 tiers, especially the RnD facility. I don't care if Tier 10 then costs 20 million, as long as it doesn't lock me out of the tech I want (in this case, it's RTG's, RTG's are behind a tier 3 node) Ps.: And when I get down to it, when you enable in the options that you have to BUY unlocked parts, then the RnD building upgrade price becomes not just excessive, but absolutely insane. For that option the RnD building should upgrade with the nodes unlocked and % of parts purchased, not by investing in the actual building.. for only the 1 gain that you unlock more nodes to spend cash on, that you definitely won't have over after an 12.8 million entry purchase In the end this is a balance issue as much as it is a design issue. With only 3 tiers, the final tier inevitably has to cost a lot of cash.
  9. The price of the RD facility is actually substantially higher than any other price in the game. If this is intentionally then it must be said that even with the mod that converts science gains to money, funding multi at 400% and several station science and science mods I literally never got enough money to unlock that tier 3 yet. For me the price is actually 12.8 million Custom difficulty, 4 times the gains, 4 times the risks mode (And "buy parts" active) so actually tier 3 is not just a grind, it's a huge barrier, most of the tech in those tiers costs upwards of 200k credits to fully unlock. I think the upgrading of that building should nor be in tiers, but we build "sub-buildings" to unlock certain tech-tree nodes. So if we wanted some tier 3 tech, we need to build the buildings that that node required. Maybe moddable?
  10. Only way I could do them is by literally driving my "plane" there. And yes, you are not misreading, I mean landing my plane, and then driving it to the location (you can right click in track view on the target and "Enable Guidance" (or navigation) ;p But you only see it in an actual vehicle, not in EVA. And only when you upgraded both mission planning and the radar facility. Then it shows in the NAV Ball, wait until you get the yellow text pop up that you "entered zone BLA" and then get out and make EVA report. Far more hilarious is doing the seismic missions on the MUN, because they are like that, except you can't land on a crater wall. Not sure how to even do these missions without KAS but it's an interesting challenge, building a rover is simply not working, I don't get up or down those crater walls. Now I am just doing an rcs drone... and hope it works.
  11. Mhh yes.. but the Space Shuttle doesn't fly anymore... ;p I wonder though, do you call the shuttles TPS tiles a heat-shield? Terminology wise you could argue that only ablative is shielding because you "reflect" the heat away, while with soak you absorb the heat and then hope you don't blow up until it radiates away. Not what I call a shield. Either way, I should have said "currently used" heat shields ;P
  12. all heat-shields for re-entry are ablative not soak ;p And Deadly-ReEntry simulates this Either way, impressive test flight and even more impressive landing Now only thing left for a Mars or Moon mission is the Space Launch System... Seems to be going up in space-exploration again.. lots of fancy new tech being developed.. and so rare to see a mission happen with literally zero problems or even internal warnings ;p
  13. Ravihn, did you try windowed mode? (Alt + Enter) or alternatively edit settings.cfg and look for FULLSCREEN = True set FULLSCREEN to "False" and make sure that width and height are correct... Maybe that works? Also it would be interesting to see your output_log.txt namely this part -> desktop: ****x**** **Hz; virtual: ****x**** at 0,0 * is variable stuff, the question is, does unity see your resolution and refresh correctly? If all that does not work, try making a shortcut to ksp.exe and add this -force-opengl
  14. Thank you both, gotta admit that puts the images we have and the speed of information delivery into perspective o.O
  15. Wow.. I had seriously no idea that we are talking about 2.7kB/s at most from Rosetta to Earth... that is horribly slow O.O No wonder we never get to see such missions with live-HD feeds even though that would probably be a massive help to get people interested in such missions and space exploration to begin with. And I guess it would be hugely helpful to scientists too, to see the actual real-time activity of the comet, and not just snapshots in large time frames. at 2.7kB/s it's not surprising they haven't found the lander yet. I guess they can probably take images as much as they want, but getting them downloaded and limited memory capacity is the main problem? That explains why there are so few (relatively speaking) pictures for a mission that's ongoing for 102 days (orbiting the comet, that is) .. that actually stuns me in disbelief. Is this is purely a power usage concern? Couldn't they use direct laser communication for both things? (Would that require a dedicated new satellite?) Ps.: And I have a hugely stupid question to add.. wouldn't a night vision camera be more useful than normal camera with variable exposure settings?
  16. Bandwidth isn't just "not great", it's a mere 26kb/s for science/image and 2kb/s for house-keeping (Lander to Rosetta). Rosetta itself has a much bigger uplink and downlink. The problem with scientists is always that I have no idea whether they mean bytes or bits... does anyone know that? I still have a question, because the wording is weird, did the drill touch ground and did the sample result from the 2 science instruments that are connected to it send data ? Ie, did they get the data for all experiments except APXS ?
  17. Couldn't it have flipped over? With 3 legs only 1 touching ground in a bad angle would have been enough or not?
  18. Thanks, I didn't notice you were actively editing that I still can't believe that did not result in a crashed lander.. there must have been so much luck involved to hit just the right spots.. whenever I land on a slope in KSP without SAS it's usually game-over ;p Flywheel is SAS right? And also thanks for keeping us up-to-date.. their video conference just randomly ended mid-sentence for me! The heck?
  19. One thing is sure, that landing was very lucky. Impressive feat to design a lander that can even LAND on a slope can they re-engage the fly-wheel to try a better orientation?
  20. That's quite alright Sadly I have the coding skill of a brick, I am artist AND I am very lazy when it comes to anything modding ,p I am using Dang-It currently (Except I adapted all lifetimes and MTBF) so I can't really complain and it does more or less what I want (Except now chance for failure is very very low if my math is right) Anyhow, I edited the values (of all parts) like this MTBF = 350400 (per year failure rate around 2.5%) LifeTime = 131400 (15 years) So essentially, per year in-game time there is a 2.5% chance of failures. Maybe overkill? But does what I want Anyhow I am happy ^^
  21. I am probably going to make no new friends with this post I am sorry in advance. Is there some way to have random failures in a more.. uhm..sorry to say... more random way? Because MTBF vs lifetime dependent failures are not random failures. The chance for hardware fail at end of MTBF is exactly as high as it is at start of MTBF, but the random CHANCE of failure exists in a linear fixed fashion constantly and always. So this mod is kinda not doing what it's title would suggest, it adds a hardware decay mechanic with chaotic failures over lifetime of a part. That is not random In fact the chance for a failure is 100% I was looking around for a failures mod that basically adds some constant tension but randomly based on my play-time in real life, not based on the in-game time or the part lifetime. (Mainly because I played that Buzz Aldrin Space Program Manager, and I really like RANDOM failures that are not predictable ,p) Ie, something like this Random fail chance 5% base value Checked every X minutes real-time (not in-game time, actual, real system time) spent focused on active vessel When check occurs, 5% chance 1 random part fails, 2.5% chance 2 random parts fail, and 1.25% chance 3 random parts fail. (amount of failures with such linear degrading chance an setting, ie 1 to "all", and base value as well as linearity as a setting (ie 0 to 99% chance on first part, and a reduction gradient setting in percentage, ie from 0 to 200% (so it can be 5 0.5 0.05 or 5 10 20% chances) this would allow a completely modular way to have random failures. And everyone could set it as they like. Mechanic skill reduces those percentages in fractions. ie. 100% skill on 1 kerbal in vessel would reduce fail chance to 2.5%, 1,25% and 0.75% 100% skill on 2 kerbal in vessel would only reduce fail chance to 1.25%, 0.75% and 0.375% Though in all honesty I think this skill should be something we upgrade somehow at the base. R&D quality or something that defines the base value of failures for all parts and that we can improve by hiring more scientists and engineers or training scientists/engineers (not the kerbals in the actual vessels) Option for fail chance to never fall below 1% for 1 part failure over X minutes spent on active vessel (failure chance ceiling) too ;p I admit this is not really what the mod is currently doing. And as I said, I don't want to be a bother to anyone. If this is impossible or outlandish ignore it ,) But I read suggestions should go here, and I would love a "simple" random failures mod ;p
  22. The reason for that I already explained back here -> http://forum.kerbalspaceprogram.com/threads/77523-0-25-Better-Atmospheres-V5-June-14th-2014?p=1469729&viewfull=1#post1469729 The compilation author needs to re-create the assets file with the new tool. Since squad changed the format ever so slightly. Actually ALL visual compilations with the sun-flare modification method applied need to to do this
  23. As long as you keep assets.file and unpacked tex files in their correct sub-folders it should work but it's fiddly even on windows I use -force-opengl as well, so I can never be sure what I test is what others experience on their end. For me I can't even start KSP without forcing openGL at this point (memory related)
  24. The problem with the sunflare is actually deeper than that. Unity Assets Explorer 1.2 can no longer correctly open KSP assets and can no longer save compatible asset files since SQUAD changed the version of the resource assets. Opening and replacing has to be done with 1.3 ( http://zenhax.com/viewtopic.php?f=9&t=36 ) (This post is for Thesonicgalaxy ) I tested it myself since I still run my own sunflare whenever I can and opening the new assets10 only worked right with 1.3 of AssetsExplorer, then replace sunflare.tex like usual, save the asset file and it works. ** Only tested in 32bit client** The problem is I can't update the relevant post I made about this eons ago and linked to in my sig, because some moderator locked the topic it was in. Either way. Editing the new version asset file works, so it's an easy fix.
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