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Benno

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Everything posted by Benno

  1. Thankyou! Bill and Bob were finally tracked down in Cuba, apparently investigating the effects of martinis and fine cigars on decommissioned missile platforms. They'll be back at work on Monday, assuming their passports are reinstated.
  2. I'm in a a similar boat with Bill and Bob off on, ah, indefinite leave... Did you have any luck editing the persistence file? I found 3 instances of 'trait= Tourist for each dude, but simply changing it gave me a 'can't find resource Scientist' type of error when I tried to load. Thanks
  3. Sorry if I missed this, but didn't see it on github. Might be just me (I have a lot of mods installed), but when I'm in the VAB and have finished constructing my masterpiece, the only option I have is to launch (i.e. no 'build'). When I click on launch, it does submit the ship to the build queue (with appropriate time to construct shown and so on) and deduct the relevant funds etc, however it also jumps me straight to the launch pad with said masterpiece there waiting to take off immediately. It's not a big deal in terms of the mod gameplay (other than immersion wise), as I can just revert to VAB and the craft on the launchpad is then gone but still remains in the build queue. Anyone else seen the same, or is it just me?
  4. I love KSP. All these years and I'm still learning stuff. A quick follow up, here's a snap a little bit further in, where the mun has poked it's nose out a bit further:
  5. Yep, I've confirmed that's what it is, i.e. the mun peeking out of the shadow of Kerbin's eclipse. I just happened to have another satellite in orbit and fast forwarded to the appropriate time, and replicated the effect. So, definitely NOT a scatterer bug, but a natural occurrence that happens once every Mun orbit.
  6. Yes, it was definitely related to Kerbin's position between the mun and the sun (sorry, should have mentioned that previously), and felt like an eclipse in that sense. But with an eclipse, wouldn't it be a dark circle (kerbin's shadow) on a lit up mun, rather than a light circle on a dark mun?
  7. Yes I am running scatterer and a few things. Perhaps that's it then. Or a doughnut.
  8. So, anyone care to explain the natural phenomena that results in this? It kind of moved as I did, so felt like it was a natural occurrence rather than a graphical glitch, but I'm at a bit of loss to explain it exactly.
  9. Yeah, ouch, me too. Big picture, awesome update! However, I just instantly failed 2 contracts, and the failure penalty has wiped my entire funds. Probably should have made a save backup before doing the update.... I guess I got a bit lazy with ckan, and just automatically update everything whenever I launch the game. Oh well, I guess I will put it down to that week when Jeb apparently had to reconcile the expense accounts during re-entry and had no choice but to jettison all the receipts for the 'training workshop' that he ran in Vegas.
  10. I'm getting it in game too, seems to be becoming increasingly annoying. Sometimes when I jump back to the space centre and back again it fixes.
  11. Ah, that's fixed it. Thanks guys. I did give KRASH a good go, but it just felt a bit too buggy (simulations not ending properly mostly). I see it's been updated just recently though, so will take another look.
  12. Hmmm... Build button is back, but now the simulator button is missing? Or, has that been deprecated already..... Output log here: https://www.dropbox.com/s/cff2pndhimseag4/output_log.txt?dl=0
  13. Yes, I've noticed similar. Although I click the terminate button and exit to KSC, I find at some point later that I am still in the simulation. Seems the only way to completely stop the simulation is to recover the vessel, but even then I'm not sure. Not sure if this just a KRASH issue or the interaction with KCT as well.
  14. Woohoo! Y'all snuck that one in while I wasn't looking. Nicely done chaps.
  15. Oh, it's a bit of a pain, but it's not that hard. Make sure your lander is short and fat; tall rocket shaped things tend tip over at the slightest touch in low g. And use Kerbal Engineer Redux, it will give you all the info you need to land well without actually doing it for you. Main thing is horizontal velocity (but nav ball can help you out there) and suicide burn distance (so you don't use too much fuel). The hardest part is trying not to land on the slope of a mountain... in the dark. - - - Updated - - - When docking, orient your target ship so that the docking port is vertical (pointing north (up) or south (down)), and approach from above or below. This way, the docking port's orientation remains stable, rather than constantly shifting as you orbit. That's assuming you're in an equatorial orbit; if you're polar then you'd want to keep the port horizontal.
  16. Similar to someone else on here, I tweaked the small supply container to also have space for 100 mulch, and I strap an empty pair on to the aero module or wherever needs mulch storage. Works a treat, and the specs (weight, 100 days mulch storage for 1 kerbal, etc) are about right. You can bolt on one of the other storage containers, but they are all either very big or very heavy, and this looks much prettier. Technically, you could cheat a little and put both supplies and mulch in there I guess, but we're only talking about 100 units after all, and I'm sure no-one wants to store their supplies in the garbage can.
  17. Ah, an alternative hypothesis then: Perhaps the pioneer is supposed to run at 50% efficiency, but only at 2x speed rather than 4x? That would make the electricity usage work out, and seeing as the pioneer only actually has room for 2 kerbals anyhow, why does it need to be able to process the daily mulch of 4 kerbals?
  18. Yes, the config file aside, I got the same results you are indicating when testing it empirically. The pioneer outputs in supplies almost exactly half of what it consumes in mulch, which is the same efficiency as the nomomatic. However, the pioneer does it 4x faster than the nomomatic. So, the description is at odds with the functionality, but which one is right? I suspect that Roverdude's intention (correct me if I'm wrong Roverdude) was that the pioneer should actually run at 25% efficiency, not 50%. The reason I suspect as such is because of the electricity consumption. The pioneer processes 4x faster than the nomomatic with the same level of efficiency, so it should probably use around say 4x the electricity of the nomomatic? However, it actually uses only twice the electricity. If the efficiency was only 25%, then the electricity usage would kind of make sense. Of course, perhaps the pioneer is fandangled technology compared to the nomomatic, but I suspect it needs to be a nerfed a little bit. I've never raised an issue on Github, but will give it a shot now. [edit: Githubbed!]
  19. Nice... why didn't I think of that. Of course, if playing on career mode, you'd be doing very well indeed to be able to launch more than 1 comms satellite at a time early on. I'll definately be doing this though once I have some better tech unlocked and need to replace my dinosaurs.
  20. Ah ok, I had the impression that it was kind of a standalone module, but fair enough. While I was trying to figure this out though, I did notice (as did someone else I think) that the description says 25% efficiency, but the pioneer is actually running at 50% efficiency.
  21. It seems to me that the Pioneer module should have some minimal mulch storage capacity? It's supposed to have an integrated greenhouse for converting mulch to supplies, but the greenhouse can't work if there is no separate storage for mulch. Am I missing something?
  22. When using remotetech and thinking you can use one of those 'place a satellite in a keostationary orbit' contracts to net some spacebucks before repositioning said (comms) satellite in to a useful orbit, it pays to remember that if it's not in sight of the KSC when you deploy, it's gonna be kind of.. ah... stationary... without radio contact. Doh! Can be fixed with another mission. Oh, and when planning to land a probe on the Mun, it pays to remember that stayputniks don't have any reaction wheels... doh! Can be handled with some expert gimballing skills and some spare deltav.
  23. Sometimes recovery from the space centre works, sometimes not. Here's another one. This time I was testing some equipment on the launch pad (FMRS triggered when I tested an escape tower, but that's all). I recovered from the space centre, but no career progress was recorded. https://www.dropbox.com/s/w3z3kmrzctex8bo/output_log2.zip?dl=0
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