Atragon
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Everything posted by Atragon
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Tone doesn't come through very well in forum threads, unfortunately. Technically, I would say that CKAN is correct to flag mods without updated metadata, and isn't broken. The mod doesn't say it's compatible with version 1.0.x, therefore CKAN isn't assuming that it is. Now, there is a period between KSP update and mod update to flag compatibility (I'm not that familiar with CKAN's backend, so I won't dive into possibilities here), so... Adding a GUI method of overriding this to allow installation of mods that aren't listed as compatible because of out-of-date metadata would be nice. However, I would think that this would have to be reset every KSP version change to prevent a fail-deadly scenario (like rolling FAR or DRE over from .9 to 1.0 for example).
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Add some hidden, empty science nodes
Atragon replied to Streetwind's topic in KSP1 Suggestions & Development Discussion
Agreed that the ability for mods to expand beyond the current stock tech tree should be enabled. I'd favour adding the ability for mods to add their own nodes as opposed to adding X new hidden nodes (to avoid potential conflict between mods that both want to do something different with a specific new node), but this may be harder for Squad to incorporate. -
As someone who voiced opinion and voted, I am glad to hear that you are listening to the fan base when feedback is clear and overwhelming. The only part of the announcement I didn't like was the news that Kerbal skills would impact physical part performance parameters, so I'm glad to hear that got axed. I agree that there is still plenty of scope for skill / experience / training to impact the game in a positive manner. I like the idea of crew skills affecting things like science (i.e. gains / processing speed / transmission), reputation (i.e. gains for accomplishments, penalties for death), ability to pilot certain things (i.e. hypersonic SSTO? better have a good pilot, LV-N? better be trained for that). I love the idea of having a log of each Kerbal's experiences. And the thought of Kerbals being able to pilot their own missions with outcomes based on their skill makes me quite happy. And, since I really don't want to fly 20 nearly identical (same lifter, different payload) cargo flights to put fuel tanks / station modules / ship parts into orbit... If I can get my Kerbals to do that for me with exact results based on their skills (i.e. sorry, I could only get it into a 95x105 km orbit at 4 deg inclination...) I'd be overjoyed.
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The reception micro management wasn't added for waste heat IIRC, it was added to allow for fine throttle control. Imagine a small rocket /w thermal receiver and rocket, and a 200GW relay network, the ability to throttle reception allows for you to actually have control of the thrust other than none vs too much. Conceptually, matching thermal load to power received makes sense as you're asking the relay network to only send you so much power, as opposed to only using x and trying to dissipate y.
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0.25: Collateral Damage Edition
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Freeze in Space Center View
Atragon replied to Heimdall5008's topic in KSP1 Technical Support (PC, modded installs)
I seem to have resolved it by updating Kerbal Alarm Clock to the current version, I was 1 version behind on it. Oops. -
Freeze in Space Center View
Atragon replied to Heimdall5008's topic in KSP1 Technical Support (PC, modded installs)
Description: I experience a similar issue with some regularity, though I have not been able to quantify trigger conditions yet. Unlike OP, I don't recall highlights functioning when it happens. Exiting to main menu and loading the save again does not resolve, I need to exit KSP and re-enter. output_log.txt here: https://www.dropbox.com/s/f6ztucm8zfog4tz/output_log.txt?dl=0 System Info: Version: 0.24.2, 32 bit, downloaded System: Windows 7 (64 bit), Intel Core i7-2600K, GeForce GTX580, 16 GB RAM Save file: New career file for 0.24 Installed Mods: Kerbal Alarm Clock SP+ Texture Replacer Kerbal Engineer Redux Distant Object Enhancement Environmental Visual Enhancements Active Texture Management Custom Asteroids HotRockets Planetary Editing Tools Toolbar Better Atmospheres Speculation: I note the following NullReferenceExceptions right after the scene change: [HighLogic]: =========================== Scene Change : From FLIGHT to SPACECENTER ===================== (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at DistantObject.FlareDraw.UpdateVar () [0x00000] in <filename unknown>:0 at DistantObject.FlareDraw.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) With a number of repeats for the Clouds.Clouds.Update () NRE. occur shortly after returning to space center when things stop working. -
Because of the way orbital mechanics work, it isn't possible to have an orbit that places an object in a stationary position above anywhere other than the equator. (The planet is rotating on its axis, satellites in geostationary orbit simply orbit about the planet at an angular velocity matching the rotation of the planet. At the poles, the velocity of such a satellite would have to be 0, and would fall directly back to the planet. At any point other than the equator, the satellite will oscillate north and south relative to the ground as the plane of the orbit passes through the center of the planet.) Your best bet would be to put a pair of satellites into a highly eccentric polar orbit with a Pe low over the south pole and an Ap high over the north pole (when I say high, you want it to have visibility to the north pole for >75% of its orbit). Both satellites should have the same period, but offset by 180 degrees in their orbit. Those satellites will need to talk to a geostationary communications satellite with line of sight to KSC, or to a communications relay network, as they will not have direct line of sight to KSC for most of their orbit. Edit: The usual first major step for remotetech is to get 1 geostationary satellite above KSC with a dish antenna pointed at Kerbin and a couple of extra (2 or 3), followed by 2-3 other satellites spaced equidistant in the same orbit with dishes pointed at kerbin and at each other. This will give 100% coverage of LKO up to some altitude with the exception of low over the poles, which is where polar satellites like I described above come in. An alternative is to setup a belt of 6+ satellites in LKO at ~750km altitude with omnidirectional antenna. With that altitude and quantity, each satellite (assuming equal spacing and the same orbital period) should see its two neighbors, and one satellite should have a view of KSC. You can then add another belt at ~90 degrees inclination to get polar coverage. There are pros and cons for both approaches.
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Now-defunct-thread-that-should-not-appear-in-google-search.
Atragon replied to Cilph's topic in KSP1 Mod Releases
Assuming you still have fuel and an engine on the satellites, you can move a satellite "forwards" in orbit by burning retrograde at apoapsis to lower the periapsis (and shorten the orbital period), waiting for it to cycle around a few times to reach the desired position at apoapsis, and then burning prograde to raise periapsis back to the desired value, or "backwards" by performing the opposite procedure (burn prograde at Pe to raise Ap thus increasing period, wait, burn retrograde at Pe to lower Ap back down). To avoid drift, the satellites should all have a 6 hour period as exactly as possible, i.e. 6:00:00.00 Hope this helps. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Atragon replied to Cilph's topic in KSP1 Mod Releases
IIRC, if the antenna is set to target a vessel, it only targets that vessel. Other vessels in the cone angle aren't considered to have a connection. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Atragon replied to Cilph's topic in KSP1 Mod Releases
How were your dishes at Kerbin targeting the probe mission? If they were set to active vessel, or (potentially, depending on how naming / vessel IDs resolved during undock) the ship itself, it's quite possible that the orbiter lost its connection to KSC when you switched to the lander. OTOH, if they were targeting Duna, or you checked their targeting after undocking and they were targeting the orbiter, then that would definitely seem to be odd. Edit: Whoops, might be a little bit too late. -
I'm not sure which mod is causing the module loading issues, but I figured out what was causing the magnetometer issues... I had the crowd sourced science logs installed, which replaces the stock ScienceDefs.cfg file with another one. To make sure I could revert back to stock, I made a backup copy of the ScienceDefs.cfg file without changing the extension. It seems like ksp was trying to load both, which both shut down the magnetometer, and was the cause of some nasty spontaneous vessel disassembly issues I was having. Moving the backup copy out of the resources folder fixed the issues. (The part module issue is still there, but everything seems to work...)
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I tried removing scansat with no effect. I can activate and de-activate the magnetometers via the GUI, but there is no log button visible, and the action group I configured in the VAB does nothing. Log files and a screenshot: KSP.log https://www.dropbox.com/s/t7sb9khpehzqcl0/KSP.log output_log.txt https://www.dropbox.com/s/q09voydjpnw0san/output_log.txt screenshot showing GUI visible https://www.dropbox.com/s/utq97vlq77fk0wv/screenshot2.png
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Atragon replied to shaw's topic in KSP1 Mod Releases
In order to shift from using Universe Replacer to this, I just need to move the textures from the UR directory to the TR directory, and re-name them as required, right? -
I, on the other hand, ran patcher, and it updated me to... 0.22. And the main download page is down for me too. Sigh.
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Atragon replied to blizzy78's topic in KSP1 Mod Releases
When you do the rewrite, would you consider adding text entry for the delta-v values? It can be a bit cumbersome to hit the incremental +/- buttons when I want to start with something like 525, or want to zero a component out.