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EnterElysium

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Everything posted by EnterElysium

  1. Just base it off of a minimum altitude floor and a vertical velocity. i.e. If lower than 100m alt. and traveling > 10m/s (downwards) then eject?
  2. I don't have time to run a full check right now but I suspect KVV is leaking memory pretty harshly. Straight into a new game load to the hanger and opening a vessel I can barely get 3 screenshots before it crashes with an error message that seems at a glance to be telling me that I've pasted the memory limit. Can't confirm it as I said since I'm a bit snowed under atm but just putting it out there in case anyone else has similar. Great mod either way - amazing for thumbnail pics!
  3. Have to agreed with this - it's such a good mod. Light feature, integrates into stock messaging system. So good. <3
  4. I can totally get that feeling. I need more ways for my incompetence to kill my Kerbals, dammit!
  5. Running 32bit KSP on Win7. Had some issues with rockets separating when physics are dialled in on stream last night and uninstalling KJR solved it, have tried both installed manually and via CKAN and my 3.5m parts attached to 4 launch clamps always all separate on launch with KJR (simple 1x 3.5m engine, 1x 3.5m fuel tank and 1x 3.5m-2.5m adapter with higher staging and payload on top unaffected by the separation issue). Debug log records structural failures between the parts. Rocket standing on pad without clamps has no issues. However, I am running a very modded install. Another issue I bumped into was some planes being physics locked on load on the runway - now this issue is a lot weirder and I don't even know if it is definitely KJR related (and if so I imagine if a conflict between it and another mod) but just incase anyone else reports that weirdness... If I can help diagnose the launch clamp issue with any more info or clarification then more than happy to oblige. Thanks for the awesome mods!
  6. Doesn't work in DMP (or at least it didn't a month ago) from what me an HOCgaming could tell.
  7. Hmm, I really should have mentioned that... technically I guess you can since I didn't state you couldn't use weapons as a defence... so go for it! Bonus points if you can do it without though.
  8. KSC is controlled and defended by opposing forces, you need to launch an assault landing under enemy fire and make your way to the VAB as fast as possible. There are several different defences guarding the space center, so proceed carefully. Using either an amphibious vehicle or a boat to deploy a rover you must make you way to the shore while dodging enemy attention and then make your way past the shore to the VAB - simple enough? The faster you can make it and the more awesome your plan and design the better! Reply below with details/pictures/videos of your attempts! Note: You'll need BD Armory for this and this save file. Premise: KSC in controlled by the enemy, you need to get to the VAB from off the shore of the KSC. Starting position: Minimum 4km off the shore of the KSC in a box extending from the edge-most turrets (described in-video). Goal: Touch the door of the VAB with your craft/kerbal, if with a craft you must have a kerbal with/on you. Rules: You MUST be team B at all times for you craft (and sub-crafts) from when you begin No flying or using a vtol system You MUST approach and land in the corridor indicated in the video You must have a living kerbal in/on/with your craft when you touch the door of the VAB to score No damaging/attacking the defences, ultimate pacifist assault If you fail then you MUST reload from before your assault, no wasting enemy ammunition!
  9. I already had it in my WWK2 series but never used it... soon though, soon...
  10. Are death payouts a thing in this mod? They should be a thing. Either way nice mod!
  11. I'm not even getting the 'listening' message in the listener. Ran from separate directory, as admin, as XP mode. Can't seem to get it to work. Any advice? (Am on W7)
  12. You sir are a god amongst Kerbals! I know straight away that I have several uses for this things...
  13. WHAT? Pinch me, this isn't the 1st of April any more right?
  14. No conflicts with Interstellar that I have experienced at least.
  15. I only put the weld plugin into the mix afterwards to try and solve things (the welded parts do indeed stop clipping with each other) and when I pulled the plugin the parts still behaved the same way so it must be related to the pasts mesh or the cfg... but I have no idea how either of those could override the no-clip function! Definitely does seem that two parts in particular are causing issues (2.5m AM Reactor and the Warp Drive 2.5m), I'm going to duplicate them and strip the cfg to see if that helps. Edit: None, duped parts with stripped cfg's still have the same issue, it must be intrinsic to the mesh itself... 2nd Edit: After stripping cfgs seems it now works... not sure why there were issues... but it works. So I guess its celebration time!
  16. It is definitely self colliding - as soon as it loads into the scene with physics the debug tells me which parts have collided (and unbreakable joints makes it fight like there is no tomorrow, so somehow the parts are interacting). Even when welding them together using the weld plugin I still have some issues and short of welding the entire ship I cannot see that as a solution. Is it possible that the IS parts are enabling collisions within the ship for themselves, without a plugin required for that? That would be mighty odd.
  17. I don't suppose anyone knows why clipped parts in the VAB spontaneously explode upon physics load? I'm completely lost. Seems be most aggressive with Interstellar parts. Driving me nuts. NB: Didn't know the best place to post this but seeing as it is a niche issue with just one mod in particular I felt Dev. section would be the most knowledgeable. I have tried removing plugin to check if that is the issue - nope.
  18. A new resource would not be ideal, because you also have to account for Kerbal's on EVA and the resource would be shared equally or use at different rates meaning that Kerbal would still have a collective pool to draw from and they would all run out at once. Using personal sanity variable's this allows for much more flexibility.
  19. I'd like to be able to assign a 'sanity' value to Kerbals and initally have it tick down over time and distance from Kerbin with the rate of decrease affected by how much 'room' Kerbals on mission have. So Kerbal in confined spaces, especially alone, would suffer greater sanity loss than three kerbals with some crew compartments to live in. When sanity reaches zero for a kerbal then have some events fire such as 'goes for space walk... without his suit' or 'goes on a rampage killing another crew member' or similar. Can around from Scott mentioning it and from playing lots of hard-modded KSP where I found manned missions to be way too superior to using probes. Hopefully could tie this in to a kerbal's innate stats like 'courage' and 'stupidity' to have these stats affect how long it takes to go insane, which would give them some meaning at least. The issue is I don't code but it's something I mean to get in to, and while I can be imitative and iterative with my coding I don't understand enough of the fundamental underpinnings of coding language in general. So I'm a little hesitant to call this anything other than a bit of fun/learning for now.
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