shand
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Everything posted by shand
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I have a suggestion/bug/not-yet-feature when you "land" a vessel using stage recovery thats part of the "rescue" mission it shows as failed. obviosuly this is because the vessel is destroyed. interesting though is the kerbal you rescued is sitting there in KSC, is there a way that stagerecovery-ing the vessel could complete the mission?!
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perhaps a set cost without distance multipler - remember that this is simulating, not actually sending it there (although in game it is but shhhh), perhaps to add to the "cost" make it so you can only run tests of what you know. so if you havent been in any atmosphere it won't model any, or the sim finishes if you enter it or something. and if you havent been on the land you cant simulate on the land. i imagine the simulation ending is the easiest for you to code. this is just my personal views. i find the "launchpad" test slot too cheap, less than the cost of a parachute, while the orbit of min ones probably the higher end of what you'd want. EDIT: sidenote. which way does the "reconditioning effect" go, larger number larger effect therefore larger time? thats what i'm assuming? EDIT2: yeah i found the ingame settings for it *whistles innocently*
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I had not thought of build and scrap - but that makes sense thinking about it - given the part reuse ect ect. is there any benefit to not completely building something before scrapping it - does none complete progress impact or only complete? my one querry/suggestion/thing im not overly enthussed by - launchpad refurbishment. i feel it is currently too long. i have noticed that it is proportional to the size of the vessel that used it last. my suggestion would be instead to have it setup-time for the next launch. to put it a bit clearer: the size of the launch shouldnt have a huge influence on postlaunch refurb... its just a slab of concrete til the next launch is in place, but it would make sense for it to take twice as long to move a rocket onto the pad if its bigger. other than that i do immensely enjoy your mod - getting to the stage of setting up my first moon bases (mun closely followed my min). taken me 100 days to get to the moon! (but then i was also greatly enjoying fineprint missions)
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
shand replied to stupid_chris's topic in KSP1 Mod Releases
apologies for the off-topic... but does anybody else wince when they see %20's in urls? i know the big grown up internet can cope, but i remember when that royally messed up downloads! as always, much love to this mod and beyond the stock chutes still no problems -
Is there a chute mod that's maintained?
shand replied to CaptainKipard's topic in KSP1 Mods Discussions
I don't believe so. Technically your best bet, in my opinion, is still Real Chute and stay away from the stock chutes. i'm happy to be corrected though. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
shand replied to stupid_chris's topic in KSP1 Mod Releases
I'm running 1.2.5.2 personally. however the latest is 1.2.5.3 my PERSONAL solution to the stock-chutes issue... not use stock-chutes... you could delete them from the game, personally i just ignore them and haven't unlocked them. (realchutes are free to unlock anyway so bonus there) Chris: you have our support (i'm suprised most of that isn't forum rules) and we're glad you are sticking around *internet hugs* -
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
shand replied to sarbian's topic in KSP1 Mod Releases
I have to say, i've had trouble with spaceplanes in NEAR (and FAR) with mechjeb - even in the last version. but spaceplanes i tend to fly joystick for better analogue control anyway. but its working fine on traditional rockets! except of course where i mess up the aero, then even a human/kerman can't fly the bugger! -
Its working for me just fine - make sure to update KSPAPIExtensions.dll as described earlier in the thread (last page or so)
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I'm new to this mod so I may be doing things wrong, but it doesn't seem to do anything (admittedly this is before you officially support 0.25 so i'm not too concerned) it lists build time but then builds instantly as i am used to. Have I missed a trick here. also for when it works, presumably you can go do other things and it will notify you when its complete? any integration with kerbal alarm clock? also no idea how the test thing works at all.... (sad face for n00b questions) i've been messing around on a "normal" difficulty save game, and now i'm looking for more of a challange. i was getting to the stage where i had 5 missions to minmus running at the same time because i was making best use of time between nodes... a hard limit on launches would really help i think - especially to encourage combined contract missions. but yes, i'll be patiently waiting for a 0.25 compatable version to fulfil my hardmode.
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No probs its all a-go at the moment. i guess it also hadnt been fully confirmed. things seem to be working fine for me with that setup though! (Although i am hitting an interesting.... bug? i have a vessel thats got TWR of 1.5 that wont leave the ground! no clue whats causing it and with so many mods not just loaded but part of the craft it'll be a pain to troubleshoot )
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bournbonbosher - read up like 2 posts above you
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
shand replied to stupid_chris's topic in KSP1 Mod Releases
all craft with stock chutes for me - new or otherwise, when you change to a different craft or scene and back it occurs. SOLUTION Don't use stock chutes, there's no need to anyway. just use realchute chutes. Finish any missions reliant on stock chutes before you install the mod. I hope chris is able to come back to this after a breather. KSP version update time is a stressful time for modmakers, so much demand and angst. They all have my sympathy. People should learn to take mods as they come when they come (and post bug reports to help the author), if the mod you want to use isnt ready yet - either stay on the old KSP version, or somehow struggle through without that particular mod. Again, sympathy to all modders, take your time, and only do as much as you enjoy. -
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
shand replied to sarbian's topic in KSP1 Mod Releases
Good work sarb - works like a dream. Thanks! -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
shand replied to stupid_chris's topic in KSP1 Mod Releases
still occurs on my build as previously described. error is reproducible on any craft that i've built thusfar. interesting, it seems to be the mk16 chute that is causing the issue... so in the meantime i'll avoid using that chute. (yay i can use your mod again! ) EDIT: stock chutes on vessels seems to be causing the issue. they must've changed some coding in there. -
I've got it LOADED on 0.25, parts avaliable ect ect... no crashes when i run the sats... to be honest i havent actually left it to scan a planet to see if that functions, i'll go do that and report back... my theory is i can make my sats now (as part of the early game contracts you can get sats up as piggyback quite easily) and leave them "running" then when the mod updates they will BOOM work.... or he'll change the parts and they'll detonate in space... either way... EDIT: confirmed, i've got at least the first avaible scanner working nicely (in a nice polar orbit given to me by fineprint nonetheless)
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
shand replied to stupid_chris's topic in KSP1 Mod Releases
I think/thought the mod generated procedural prices dependant on the settings you choose... that's how it worked on 24.2 (not currently running it on 0.25 due to above problem i'm having) -
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
shand replied to sarbian's topic in KSP1 Mod Releases
my 0.25 rockets seem a lot more wobbly in atmo then they were on 0.24.2 (with the plugin), so i suspect the NEAR plugin does require some tweaks. Either way it does some good to practice manual control every now and again. PS: its less than 24 hours after version launch, this community is so damned demanding! admittedly for the most part its for information "does this work on..." but other sections of the community tend to demand updates to mods immediately! modmakers work so hard as it is, and any change to the stock game could mean a complete rewrite of sections of or the whole of the mod. patience is a virtue! ta for the continued effort keep it up... at whatever pace suits you! -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
shand replied to stupid_chris's topic in KSP1 Mod Releases
*side steps around the bar fight in the doorway* I'm getting a problem with RealChutes on 86x. reloading an existing vessel equiped with a chute leads to the vessel being uncontrollable (locked attitude as far as i can tell) with parts randomly missing (invisible, the camera acts as if the mass is still there, not sure if the physics still exists for them given the lack of control). Staging and everything vanishes also. Originally noticed with NEAR, Mechjeb and KJR as well, but confirmed alone. Put a kerbal X on the launchpad, go back to the space centre and back and.... (wow imageshack has gone rubbish on me...) [LOG 14:00:58.265] ------------------- initializing flight mode... ------------------ [LOG 14:00:58.276] Loading ship from file: C:\KSP\025\Ships\VAB\Kerbal X.craft [WRN 14:00:58.322] [Part]: PartModule indexing mismatch at Mark1-2Pod, index 3. Node 'ModuleTripLogger' found in loaded data, but 'ModuleScienceExperiment' is defined in prefab. Looking for ModuleTripLogger in other indices... [WRN 14:00:58.330] ...ModuleTripLogger module found at index 6. [WRN 14:00:58.395] [Part]: PartModule indexing mismatch at parachuteLarge, index 0. Node 'ModuleParachute' found in loaded data, but 'ModuleTestSubject' is defined in prefab. Looking for ModuleParachute in other indices... [ERR 14:00:58.403] ...no ModuleParachute module found on part definition. Skipping... [LOG 14:00:59.030] Kerbal X loaded! [LOG 14:01:01.307] putting ship to ground: 0 [LOG 14:01:01.314] [Kerbal X]: Ready to Launch - waiting to start physics... [LOG 14:01:01.333] Crewmember Jebediah Kerman assigned to Mk1-2 Command Pod, seat # 0 (crew seat index: 0) [LOG 14:01:01.337] Crewmember Bill Kerman assigned to Mk1-2 Command Pod, seat # 1 (crew seat index: 1) [LOG 14:01:01.341] Crewmember Bob Kerman assigned to Mk1-2 Command Pod, seat # 2 (crew seat index: 2) [LOG 14:01:01.345] [FLIGHT GLOBALS]: Switching To Vessel Kerbal X ---------------------- [LOG 14:01:01.350] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 14:01:01.354] Reference Frame: Rotating [LOG 14:01:01.387] stage manager resuming... [LOG 14:01:01.391] Vessel assembly complete! [LOG 14:01:01.394] stage manager starting... [LOG 14:01:01.397] all systems started [LOG 14:01:01.609] [RealChute]: Mk16-XL Parachute Main chute: Scale: 5.054079 [WRN 14:01:01.614] [RealChute]: Could not find the case texture at the index [0] within library [LOG 14:01:02.176] [scenarioDestructibles]: Started. 39 objects registered [LOG 14:01:08.237] [VesselSpawner]: No new objects this time. (Odds are 1:2) [WRN 14:01:08.556] [CurrencyWidgetsApp]: No live widgets to Despawn! [LOG 14:01:08.565] [PlanetariumCamera]: Focus: Kerbal X [LOG 14:01:09.255] Flight State Captured [LOG 14:01:09.260] Saving Achievements Tree... [LOG 14:01:09.309] Game State Saved as persistent [LOG 14:01:12.560] Flight State Captured [LOG 14:01:12.571] Saving Achievements Tree... [LOG 14:01:12.645] Game State Saved as persistent [WRN 14:01:12.651] [HighLogic]: =========================== Scene Change : From FLIGHT to SPACECENTER (Async) ===================== [LOG 14:01:13.809] [PlanetariumCamera]: Focus: Kerbin [LOG 14:01:15.147] AddonLoader: Instantiating addon 'SettingsWindow' from assembly 'RealChute' [LOG 14:01:17.838] [scenarioDestructibles]: Started. 39 objects registered [LOG 14:01:17.856] [VesselSpawner]: No new objects this time. (Odds are 1:2) [LOG 14:01:22.461] Flight State Captured [LOG 14:01:22.466] Saving Achievements Tree... [LOG 14:01:22.543] Game State Saved as persistent [WRN 14:01:22.549] [HighLogic]: =========================== Scene Change : From SPACECENTER to FLIGHT (Async) ===================== [LOG 14:01:23.394] [RealChute]: Saved settings file. [LOG 14:01:24.689] ------------------- initializing flight mode... ------------------ [LOG 14:01:24.735] Target vessel index: 1 vessel count: 2 [LOG 14:01:24.741] [FLIGHT GLOBALS]: Switching To Vessel Kerbal X ---------------------- [LOG 14:01:24.746] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 14:01:24.750] Reference Frame: Rotating [EXC 14:01:25.499] NullReferenceException: Object reference not set to an instance of an object RealChute.Parachute.Load (.ConfigNode node) RealChute.Parachute..ctor (RealChute.RealChuteModule module, .ConfigNode node) RealChute.RealChuteModule.<LoadParachutes>b__20 (.ConfigNode n) System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[ConfigNode,RealChute.Parachute].MoveNext () System.Collections.Generic.List`1[RealChute.Parachute].AddEnumerable (IEnumerable`1 enumerable) System.Collections.Generic.List`1[RealChute.Parachute]..ctor (IEnumerable`1 collection) RealChute.RealChuteModule.LoadParachutes () RealChute.RealChuteModule.OnLoad (.ConfigNode node) PartModule.Load (.ConfigNode node) Part.LoadModule (.ConfigNode node, System.Int32& moduleIndex) ProtoPartModuleSnapshot.Load (.Part hostPart, System.Int32& moduleIndex) ProtoPartSnapshot.Load (.Vessel vesselRef, Boolean loadAsRootPart) ProtoVessel.LoadObjects () Vessel.Load () Vessel.MakeActive () FlightGlobals.setActiveVessel (.Vessel v, Boolean force) FlightGlobals.SetActiveVessel (.Vessel v) FlightDriver.Start () [EXC 14:01:26.113] NullReferenceException: Object reference not set to an instance of an object RealChute.Parachute.Load (.ConfigNode node) RealChute.Parachute..ctor (RealChute.RealChuteModule module, .ConfigNode node) RealChute.RealChuteModule.<LoadParachutes>b__20 (.ConfigNode n) System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[ConfigNode,RealChute.Parachute].MoveNext () System.Collections.Generic.List`1[RealChute.Parachute].AddEnumerable (IEnumerable`1 enumerable) System.Collections.Generic.List`1[RealChute.Parachute]..ctor (IEnumerable`1 collection) RealChute.RealChuteModule.LoadParachutes () RealChute.RealChuteModule.OnStart (StartState state) Part.ModulesOnStart () Part+ .MoveNext () [LOG 14:01:26.166] [scenarioDestructibles]: Started. 39 objects registered [LOG 14:01:26.299] [VesselSpawner]: No new objects this time. (Odds are 1:2) [WRN 14:01:26.374] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.383] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.388] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.394] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.401] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.410] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.415] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.420] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.425] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.429] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.433] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.437] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.441] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.446] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.450] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.454] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.457] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.461] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.466] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.470] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.473] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.478] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.482] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.487] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.490] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.494] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.497] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.500] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.504] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.508] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.511] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.517] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.521] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.525] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.529] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.532] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.535] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.539] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.543] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.547] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.551] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.556] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.560] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.564] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.567] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.571] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.574] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.578] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.583] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.586] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.590] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.593] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.599] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.604] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.608] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.611] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.615] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.618] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.623] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.627] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.630] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.634] [PartJoint]: None of the provided nodes was valid! [WRN 14:01:26.696] [CurrencyWidgetsApp]: No live widgets to Despawn! [LOG 14:01:26.704] [PlanetariumCamera]: Focus: Kerbal X [LOG 14:02:20.994] Flight State Captured [LOG 14:02:21.001] Saving Achievements Tree... [LOG 14:02:21.076] Game State Saved as persistent [WRN 14:02:21.081] [HighLogic]: =========================== Scene Change : From FLIGHT to SPACECENTER (Async) ===================== -
I'm getting a problem with the 337 build on 0.25. reloading a vehicle with mechjeb unit on it results in loss of control (vessel seems to be fixed in attitude), randomly vanishing parts (in some cases everything except the pod). I'm running KJR, NEAR, and realchutes. just going through now to see if i can narrow down the issue Not saying it is - but it looks like an interaction with realchutes. EDIT: Belay that - seems to be a RealChute problem... *toodles over to the RealChute thread* Carry on gents.
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I dont understand how the quarry is SO much slower than mining surface stuff. they are using the same tools to mine the same material - you could argue half speed to account for having to not die (stupid H&S) but i think it is a BIT too slow atm. Otherwise a dangerously good game!
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Im up for this - we are halfway there - a thrust curve would be the final nail in the coffin of awesome (thats a terrible expression - i mean it would be perfect) perhaps a 4 tier system? 1- just tweak the fuel levels. (Initial SRB unlock - though maybe have it default to half thrust) 2: tweak the fuel and trust. (when you unlock the larger one) 3:tweak between 3 or 4 preset geometries. 4: adjust the thrust curve yourself. On the technical side can someone confirm my understand is right, or tell me where im wrong: the deltaV of the SRB is the same regardless of geometry (assuming same mass and fuel) yes? and is that deltaV is proportional to the area under the thrust curve? If so you can have a simple system where if you lower the thrust curve at any point it extends the x axis, representing increased burn time. and yes i completely agree, this needs to be entirely optional perhaps even hidden behind a button on the right click menu ("Use advanced SRB editing") of each SRB. and definitely up the tech tree.
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Optimum gameplay areas in wide open sandbox games
shand replied to SunJumper's topic in Science & Spaceflight
I think the key is - the map needs to be big enough - minecraft is great because its only as big as you need it to be - yes you may need to go venturing off for a specific resource, but that is the cost of the resource. in ksp the further you go the more science you get. gta 5 is odd - and it does suffer from map bloat, but only in some situations. in some missions you race the length of the map or what have you, and that really adds to the game, the story uses practically all locations, so they are needed. but in free roam, driving from a) to might feel excessive. there is no benifit, and this is why you see most online players hanging round the city. KSP has the added benefit of having different modes of transport - you wanna go a long way, make a powerful rocket, you want to go 1km? bring a rover, you just wanna go from one side of the ship to the other, use EVA. Summary: so long as there is a reason for the extra bit of map, a gameplay reason that adds to the enjoyment, go for it. but make sure there are adequate travel methods for it, tedium sets in if you have to commute from a) to just because.