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MarcRan17
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Everything posted by MarcRan17
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dunno if it's DMagic or not, but something is screwing with the stock science experiments on my Save. It's telling me that the SC-901 Science Micro is "Not safe to open in this environment" when I try to observe it. In addition, all mystery goo pods, the stock accelerometer, thermometer, gravimeter, and barometer are all unusable. Anyone know if this is related to DMagic at all? Sorry if this is the wrong way/place to post this. As iof right now I can't think of anything else that might be causing this... Thanks! EDIT: Figured it out already. Turns out I had two versions of Science Revisited by Robau installed. Unfortunately there was the hiccup of some of my probes still having the old SR parts (which apparently aren't part of the new version), so removing the old version outright was not an option. Instead, I simply removed the .cfg files that were being intrusive, and disabled the science experiment modules on each of the parts. Not ideal, I know, but this spares all existing craft from accidental deletion, and solves my problem so I'll live with it.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
MarcRan17 replied to rbray89's topic in KSP1 Mod Releases
Hey, How would one go about configuring the clouds so that they glow in the dark (Like Laythe from Astronomer's Edge of Oblivion way back when). I've played around with the setting while in obit but I've only managed to figure out detailScale and the colours/alpha -
Science Revisited - New and improved ways to do science [1.3.1]
MarcRan17 replied to CaptRobau's topic in KSP1 Mod Releases
Hey, this mod sounds great and all, but has it been taken down? I can't find it anywhere and the link on the OP leads to the curse homepage. I'd love to try this mod if still possible, thanks! NEVERMIND! I'm a dunce! I didn't bother to search the whole thread.... there's a DL link on page 7 (I think) sorry to bother you all. -
I think there's a serious gap between efficient engines and powerful ones for 1.25m parts (Stock/Stockalike that is). Example A: The LV-T30 and the LV-T45 both have appx. 200kN thrust, and 370s Vac ISP, but the next level down is the LV-909 with 50kN thrust and 390 Vac ISP. There's nothing good in between. I'd love it if there was an engine That had say 100-150kN thrust, and say 375-380s Vac ISP. It'd be perfect for Spaceplanes, where the Weight of the LVT's renders their extra thrust useless, and the low thrust of the 909 makes it too weak. Can anyone point me to this mod if it already exists? Otherwise I'd love to see it made! I should note that I know the Aerospike fits this description perfectly, but You unlock that quite late in the tech tree, and it requires the final Research center upgrade. In addition, the requested part wouldn't make the aerospike obselete, as the aerospike still boasts it's universal ISP
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Definitely! The B series have deployed about 20-30 probes between them. The C1-E Starchaser singlehandedly built my Geoistationary comms network. The D1-E/D1-C Rockets Built my Main space station. The L2 and L1-H Avenger II and Avenger Heavy lifted the largest payloads, base modules, and landed them on Mun to make My first Munbase. No Rovers really. Except for the drop pod that I sent to Munbase Triton. It was basically a cluster of KAS containers filled with rover parts and two Rover bodies. The crew had to assemble them themselves, which was really fun to do.
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No there isn't. At least not that I'm aware. I just made a new layer in Gimp over everything in which I measured out a sort of ruler that was 2.5m. And then scaled all the other rockets to match the measure.
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Pretty straight forward, I just wanted to share a catalog of the rockets I've built so far in my Career save. Warning, Massive image! (15,000x4500px) http://i.imgur.com/SXw8Wgo.jpg
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Pretty Self explanatory, the game will crash without fail if I try to land in the desert as soon as I get within probably 2km of the surface. Had this issue for a while and kind of ignored it, but Now I have a craft coming down from orbit and it's gonna land smack in the center. Every time I reload the quicksave and try again, though, crash at roughly 2km above the surface. Mods installed: Toolbar Environmental Visual Enhancements CollisionFX CustomAsteroids Deadly Re-entry Distant Objects DMagic Orbital Science Kerbal Engineer Redux (v0.6.2.12) KAS KSPX (a few select Parts) Modular Rocket Systems (about half of the parts) Nothke 6S Service Compartments Procedural Fairings RLA Stockalike SCANsat ScienceFunding Stockalike Station Parts Expansion (by Nertea) Texture Replacer Wheel Sounds Module Manager 2.5.6 All mods are the most recent available versions (to the best of my knowledge) and seem to be working fine. Output_Log.txt can be found here EDIT: It appears that the crash is Due to lack of available memory. A problem with x86 KSP that can't be solved in any way except for removing some mods.
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Huh. Never thought of the name having an effect... that would be clever though. It guarantees that the original trio always stay the same and would mesh nicely with the random name generator. As far as Experience, yeah I've figured about as much as you have. Lemme know what you turn up, I'll see what I can find by tossing Kerbals back and forth over saves... EDIT 1: Moving A Kerbal's Roster Definition from one .sfs to another without changing any values, yields identical roles. EDIT 2: Changing one letter in a Kerbal's Name appears to change his profession (name = random seed theory looking good) EDIT 3: Giving two Kerbals Identical names without changing any of their other values, yields identical roles. EDIT 4: Removing one letter at a time does not yield a pattern wherein the number of letters determines the role. EDIT 5: Adding the BadS Trait does not yield a change in role. EDIT 6: Changing Brave and Dumb stats also does not change a Kerbal's Role. CONCLUSION: Kerbal Specialization is derived directly from his/her name, and disregards any other identifying stats such as Courage, Stupidity, "Badass", or other.
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I've been working on a career save since the release of v0.25, where I've gone to the trouble of recording My Kerbals' flight experience manually. That is, I've recorded each of their Flights, achievements, EVA Time, etc. So with the release of Kerbal XP and Specialization, I was hoping to fix the random assignments to better match what My Kerbals have actually achieved thus far. That and I'd like to assign their roles manually, not randomly. Now I'm no stranger to editing save files to customize my game, everything from cheating vessels into orbit around other planets to test them there, to resurrecting Kerbals, to Giving myself unlimited Funds and Science. I've become something of a master of save file editing, but I can't for the life of me find out where the information on Crew Roles is stored. I checked the ROSTER[] section of the .sfs and found the flight experience logging, but there's nothing there, at least as far as I can tell, indicating what role each Kerbal is assigned. I've searched the entire .sfs and come up dry. Does anybody have any clue where this data is stored? EDIT: Through Trial and Error, I've found that the individual role of each Kerbal is assigned based on their randomly generated name. This Allows the original Three crew to always have the same roles, and randomly generates them in tandem with the generation of names for random Kerbals.
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
MarcRan17 replied to pizzaoverhead's topic in KSP1 Mod Releases
Sad but true, although not in the case of Soundtrack Editor. This mod has both a 32-bit and a 64-bit version. Separate downloads.- 779 replies
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
MarcRan17 replied to pizzaoverhead's topic in KSP1 Mod Releases
Hey Thanks! I'll give those suggestions a go! Really wish x64 was more stable. It seems to be causing quite some grief to modders and general users both. Ah well, in due time.- 779 replies
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
MarcRan17 replied to pizzaoverhead's topic in KSP1 Mod Releases
Hey there, great mod, just wanted to report that it's causing my game to crash on startup since 0.25. Interestingly, not in the x64 version, but only in x86. I had KSPx64 installed on windows, and it was working fine, but Deadly Reentry is only supported on x86, so I changed back to the 32-bit version of KSP, and appropriately installed the 32-bit version of Soundtrack Editor. Since then, my game hasn't been able to load. I rebooted the game multiple times adding mods slowly to narrow it down and have concluded that it is soundtrack editor. Crash File here: https://drive.google.com/file/d/0B1y5eb2K_AKPejEteVdLMUZ6TmM/view?usp=sharing- 779 replies
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These are really neat! Same kind of style as the Solar System's symbols, but with that characteristic Kerbal flare.
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These are really good! I like how they even look inspired by our symbols.
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Wow guys, these are great! I particularly like the Kerbal humour in a lot of them. Carry on then.
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Really? Wow. And here I thought I was smart for noticing it was a conjoined PL, thinking that that was short for PLuto. TIL
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oh hahaha, I didn't even know about the second one. Though.... planet, Pluto is not, lol
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Inthe real world, astronomers use old symbols (greek/roman/latin, I don't actually know what their origins are) to denote each of the planets and other significant Celestial bodies. Par exemple: Has anyone thought of, or made, symbols for the Kerbol system? If not, some artist should try something.
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
MarcRan17 replied to KospY's topic in KSP1 Mod Releases
Ah yes, sorry, 64bit KSP. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
MarcRan17 replied to KospY's topic in KSP1 Mod Releases
Is anyone else having issues with the New KAS conflicting with Kerbal Engineer Redux? When I load a ship in the VAB that has a KER chip on it the game crashes and the engineer readout just prior to the crash says "simulation failed". Removing KAS fixes this. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
MarcRan17 replied to cybutek's topic in KSP1 Mod Releases
Not sure what happened, but sometime recently, during my modding efforts, I encountered a bug with KER (I think). When I load a vessel in the VAB that has an Engineer chip on it, the KER GUI shows up momentarily, saying "Simulation failed" and then the game crashes. Any ideas? Also, this is the tail end of the output log in the Crash directory. ========== OUTPUTING STACK TRACE ================== (0x00000001039D0000) ((module-name not available)): (filename not available): (function-name not available) + 0x0 (0x000000003279EDB3) (Mono JIT code): (filename not available): Engineer.VesselSimulator.Simulation:UpdateResourceDrains () + 0x1e3 (000000003279EBD0 000000003279F143) [0000000002124D48 - Unity Root Domain] + 0x0 (0x000000003279C97B) (Mono JIT code): (filename not available): Engineer.VesselSimulator.Simulation:RunSimulation () + 0x72b (000000003279C250 000000003279DD18) [0000000002124D48 - Unity Root Domain] + 0x0 (0x000000003279BEEF) (Mono JIT code): (filename not available): Engineer.VesselSimulator.SimManager:RunSimulation (object) + 0x5f (000000003279BE90 000000003279C209) [0000000002124D48 - Unity Root Domain] + 0x0 (0x0000000003E00126) (Mono JIT code): (filename not available): (wrapper runtime-invoke) object:runtime_invoke_void__this___object (object,intptr,intptr,intptr) + 0x76 (0000000003E000B0 0000000003E00195) [0000000002124D48 - Unity Root Domain] + 0x0 (0x000007FEF35B36CA) (mono): (filename not available): mono_set_defaults + 0x2b8e (0x00000000038D7610) ((module-name not available)): (filename not available): (function-name not available) + 0x0 (0x00000000FFFFFFFF) ((module-name not available)): (filename not available): (function-name not available) + 0x0 (0x0000000002124D48) ((module-name not available)): (filename not available): (function-name not available) + 0x0 ========== END OF STACKTRACE =========== **** Crash! **** EDIT: I removed two of my recent mod additions to see if they were somehow a conflict, Spaceplane+ being one, and the new KAS being the other. When these mods were removed, the VAB loaded my ships no problem, and the engineer read the stats off like it should. Perhaps the brand new update to KAS is the cause? I'll report back in a minute. EDIT2: It's both. The engineer runs fine without them, but when I installed just SP+ it crashed, (although engineer still displayed proper readouts, and a weird engine flameout effect was displayed). When I installed just KAS, the game crashed as it had before, with the "simulation failed" warning. -
Hey, I'm back. So I'm having trouble writing a .cfg for command pods. I'm attempting to add a resource requirement to the command pods, but it's not quite working. For example, the Mark1-2Pod. I want to modify it's ModuleCommand module so that it requires not only at least one crew, but also a certain amount of ElectricCharge, Water, and CarbonDioxide over time. I've also added a small supply of these resources to the Pod. The Problem is, when I launch a vessel using the Mark 1-2 Command Pod, The context menu says that the vehicle is state: Not Enough CarbonDioxide/Water/ElectricCharge. It usually displays one of these three or flickers between them. The resources are present and they're all set to flowMode = ALL_VESSEL, so I can't figure out why the Pod seems to think that it's out of all the resources. Here's what I've got, I'm hoping someone could kindly point out what I've done wrong. Also, sorry for troubling you all, especially right when everything is so hectic, after the hot fix and all. Any Help is greatly appreciated. @PART[Mark1-2Pod] { @MODULE[ModuleCommand] { RESOURCE { name = CarbonDioxide rate = 0.015 } RESOURCE { name = ElectricCharge rate = 0.0030 } RESOURCE { name = Water rate = 0.0000348 } } RESOURCE { name = CarbonDioxide amount = 480 maxAmount = 480 } RESOURCE { name = Water amount = 6 maxAmount = 6 } }
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Hey everyone, I only just learned what ModuleManager actually did today (How irresponsible of me, I know) and was experimenting with tweaking squad parts. Although, I'm having a strange issue I'm not sure how to fix. Of course it's probably something silly that I overlooked, as I pretty much just made a new .cfg and started dicking around in it. As a test I wanted to add a moduleCommand module to the Hitchhiker can, so I made a new squadPartModification.cfg file and inside I wrote out the following: @PART [crewCabin]:Final { MODULE { name = ModuleCommand minimumCrew = 1 RESOURCE { name = CarbonDioxide rate = 0.010 } RESOURCE { name = ElectricCharge rate = 0.0027 } } RESOURCE { name = CarbonDioxide amount = 1150 maxAmount = 1150 } RESOURCE { name = ElectricCharge amount = 100 maxAmount = 100 } } I should note that I added the CarbonDioxide resource seperately as my own playing around with resources. It was supposed to be something of a joke, Kerbals being plants, absorb CO2 as breathing gas. ANYWAYS, I wrote that out, saved it, and booted up KSP to find that literally every single part in the game had the "Command" module, minimum crew = 1, and consumed CO2 and ElectricCharge. Not entirely sure what's going on. On the bright side, the Crew Cabin now works as intended. :S EDIT: I'M STUPID.... The space after @PART made it apply to literally everything that had a PART{} config file...