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Pontiac
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Everything posted by Pontiac
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@erindrake> (Asked with politeness) Would it be too much to ask to start a new thread based on your Github version is now a couple generations younger than 0.9 is, not to mention you're maintaining it? I'm not that big of a fan of watching the OP of this thread get grey hair.
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[0.23.5]General Propulsionâ„¢ SOLD
Pontiac replied to Galacticruler's topic in KSP1 Mod Releases
I have to say that I'm glad this has been picked up. I installed this back in 0.20 and built a mammoth Kethane rig. It was so huge, it was screwing up MJs decents. Was rather epic. :] Needless to say, I'm going to have to say I have to PASS on installing this particular mod, because even though these things are freak'n awesome, I don't want to start building mammoth tanks as launching them is just crazy. :] Oh who the hell am I kidding... *bookmarks page* -
I started at 0.19.1, so not entirely a noob. I didn't even play the demo, just bought it outright. I'm doing the exact same thing as you Ronin. I will always make sure my Drobo has enough space to keep tabs on the archives. :]
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All of 'em for me. General discussion, parts and mods, and sitting in awe of the crafts.
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Often more times than twice in a minute, sadly....
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The Main Problem With Kerbal Space Program Is....
Pontiac replied to NeoMorph's topic in KSP1 Discussion
I didn't play KSP from about v0.20 to 0.23 when I really started to dig into it again. It wasn't because I was bored with it, it was because I caught interest in other games, and it wasn't because they were more interesting, it was because I knew KSP would drown out my trying to actually PLAY those other games. 0.23 by far has been my favorite release, even though I haven't touched career mode, and probably never will. I've noticed significant performance increases (Without changing my hardware) and I've enjoyed the advancements in Kethane and some of the jaw dropping mods that made me with they were there back in 0.19 when I started. The main problem I have with KSP is that I don't have enough time to play it. -
I was doing this on the Mun back in 0.20 with a heavy crawler. My mission was to find all the anoms laying around and plant a flag at each point. I had two crawlers of the same design chasing each other. Few tweaks such as turning off brakes on the lead rover, locking the steering on the center two wheels was essential. One thing I DID NOT do was use physics acceleration. I had MJ "Press W" for me and keep me on course, but, that didn't mean I didn't have to just stare at the screen and make sure nothing went foul.
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Ranting about "Kerbalnaughts" and the K syndrome.
Pontiac replied to astropapi1's topic in KSP1 Discussion
"I don't like the way you say Tomato. Tomato how it sounds." is what I'm getting out of this thread. -
Not my cup of tea, but awesome work regardless. The stuff that is coming out of the mod arena for KSP is just flooring me. :]
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So what is this, exactly? Just a live wire frame view of your ship?
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[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Pontiac replied to alexustas's topic in KSP1 Mod Development
A minor bug(?) I found. When manually entering values in the light picker, if 1 is entered in the value, I can't change it to anything else. If 0 is entered, I can't enter a decimal, then some numbers. If I set 1, then "Home" the cursor to the first position, then hit period, I can then cursor over and start entering numbers so long I don't delete the 1. If I may offer the suggestion that when the OnExit/OnLeave/OnWhateverC#OrUnityUsesWhenLossOfFocusHappens kicks off, THEN validate the number and adjust the colors. Don't do it while the user is entering numbers. Either that, instead of using decimal numbers, use 0-255, SKIP the values if the entry is NaN or empty, and then divide the min(abs(users value),255) by 255 to get the percentage number. I realize that Unity uses a float number between 0 and 1 to indicate a percentage of color. -
First, LKO = Low Kerbin Orbit? Second, yesterday, I got my "massive" (relatively speaking, I know, but its the largest thing I've built and put ANYWHERE other than Kerbin) Kethane orbital platform into Minmus orbit. ... with an acceleration maxed out to just 4m/s without it falling in on itself (TY MJ!). First came up the K1 Truss from good ol' 0.20 version of the Fustek truss set (Not included in the 0.23 version, but a simple copy of the part is all I needed). The rear engine is permanent, the nose cone has just a standard docking port for just the mule I plan on building (Of course, developed in the standard "no pen-to-paper" ideology) as well as a single RTG just so I never lose power or control, then I built and attached the two orange tanks on the front. In hindsight, I should have built in the ability to remove the engines from the tanks since they're kind of a permanent fixture, and I didn't need to move them around. I could upgrade, but meh... This was all yesterday... Then came the Kethane refineries. With some testing on a mobile platform, which consisted of the final Kethane tank you see and an extra tank and drill, and a lot of mucking with the Kethane Debugger to get Kethane under the launch pad, verified that with the use of the TAC Fuel Balancer I could transfer from the smallish tank on the refinery to additional separate tank. I just had to set the tank on the refinery to OUT, and the rest would take care of itself. No fuel lines, and no KAS. I'm somewhat intending this to be a "Kerballess" mission. No photos of the mock up. The refinery consists of 6 Kethane tanks, 3 Kethane electrical generators, RCS, the large Kethane converter, MJ, and Sr Docking ports at both ends. There are two sets of these. You'll notice that all my parts have the large RCS tanks. Why the extra weight? My Kethane Mule is probably going to run off of RCS, and I suck(ed) at docking, so confidence wasn't all that high, on top of that, I wanted to keep the large theme going and there are no smaller variants of RCS tanks that'd fit the theme and fit within the confines of the small amount of room between the tank pedals(?). My main lifter brought everything up with ease, so why not? After I got the refineries and tanks connected, time for testing. I slammed on the gas and started to push this thing, I found out about this cool thing called Physics.... The K1 truss just pushed right through. The two tanks and two refineries bent back like pedals on a flower and proceeded to blow up. Eventually figured out MJ is going to be useful. I first limited the throttle to 10% thrust, then I tried throttling to 2m/s acceleration, but, that was just not going to do. Just too slow. So then came building the reinforcements. I wanted something light, easy to lug around on the initial launch, and be useful instead of just having simple trusses with laser struts. Up came the idea of throwing more Kethane tanks. So now there are 8 additional tanks. After first launch, my delivery vehicle still had 3/4 of fuel left, so, I topped off the tanks on this station, then let the last 1/8th bring the remaining delivery tank to its final descent back to Kerbin. But, knowing I needed THREE MORE and knowing how much fuel I had left after this burn, I decided to put all three together on one trip up. So came up with this bad boy.... *facepalm* No flacid jokes, OK? So rebuilt... Perfectly successful launch. Two of them I manually docked, the third, just let MJ handle it for the most part, and had about 1/4 tank of fuel left in my final stage of the lifter. However, I was having so much fun with the docking, I had to destroy the lifter as I didn't have any electrical power. ... lots of gas though. So with the fuel tanks full, electrical charge at max, Kethane tanks hungry, I started my tests again to see how much better this thing is. The strength doubled, on initial launch I was able to get to 4m/s acceleration, but once the orange tanks were empty, I could get to 5m/s. Everything BARELY held together, but I could see the Sr Docking ports wanting to leave the K1 truss AND the attached component (Tanks/Refineries). At the end of the push, this is what I had left So.. This thread is about what I did TODAY? Well, first, I saw this thread then synced my KSP from my home machine to my work machine, then, launched KSP, and started to work on my land based Kethane mining crawler. On the launch pad, I was hitting a very generous less than 1 frame per second while sitting on the launch pad testing. Toned down all the graphical settings to absolute minimum and tried again. Around 10fps. Gonna have to do. I came up with this: I still need to figure out how this thing is going to fly, or, if I should scrub it and start over again and go with something more traditional (If there is such thing in KSP). I put this to the test on the launch pad and the two generators, plus 20 RTGs underneath this beast, put the generators at about 80% consumption while working away. One problem I found (And I blame this particular PC) is that it seems to be overweight and easily breaks the wheels when just coming off the launch pad. So who knows. I might posts what I did today tomorrow! .. if I remember....
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Would it be possible to add the Smart A.S.S. "Roll" feature to the custom window editor functionality so I can put my ship in a particular orientation and "lock it in" when needed on particular windows? I'm not worried about the heading or angle of attack, just that my ship flies at an expected orientation. :] As an afterthought before I send this in, I also noticed last night that the AutoDock and Smart A.S.S. consider roll to be (i think) 180' from each other. I only did the autodock once (It was the last one of the day) when I swapped between the two modes prematurely. The rotation seems to put the nose of the aircraft into a bit of a spin and causes the nose of the ship to come out, and ALMOST hit another part.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Pontiac replied to Majiir's topic in KSP1 Mod Releases
The bolded tells me that you're running this out of Steam, which is fine, however, Kethane routinely writes information out, and I suspect that the errors here: The (Filename: Line-1) entry might indicate that it had a problem either reading or writing the file out, (I would suspect writing out a new file) and from there, the situation went downhill. My suggestion is to copy the C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program out somewhere else, like right to your C:\ directory, or, make a new directory called C:\Games and copy it there. The reason is this; If a file already exists somewhere in C:\Program Files or c:\Program Files (x86) then windows might allow proper writes to the file. However, since you mention this is something new, Windows might be blocking writing of new files, which is causing grief elsewhere. I don't have KSP under Steam, so I can only guess. You apparently don't need Steam to play KSP at all. If you do move/copy your KSP installation somewhere else, then make sure you put a shortcut on your desktop pointing to the new KSP.EXE or LAUNCHER.EXE file. Steam will make a shortcut, yes, but, it wants to run STEAM://{SomeKindOfIdentifier} which means it'll launch your steam client, then try to launch your KSP, so it'll either download a new copy or run the WRONG copy. The other thing I should note, please don't re-quote yourself with five or six pages of the same error, ESPECIALLY one MINUTE later. -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Pontiac replied to alexustas's topic in KSP1 Mod Development
I really do like this part, but can I ask for one type of modification, or, instruction on how to do what I want? Basically, I don't want it to actually emit light on anything else, but, I'd like the ring to light up so I can see it around docking rings. The part as is is useful for lighting things up when far away, but, I kind of like the idea of just having a ring around my docking rings, but, no other part lighting up. -
It works in 0.23, I use it. First, make sure the DLL exists in this exact location. If this is where the DLL lives, then everything else should be in the right place. {KSPDirectory}\GameData\Targetron\Plugins\Targetron.dll Next, you need to have both docking ports selected. So on the ship you're controlling, "Control From Here" on the docking port, and on your target, "Target Here" on the docking port. Then the window should immediately show up. EDIT: I'm not sure why there is a space in Targetron.dll - It isn't in the "EDIT" window.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Pontiac replied to sirkut's topic in KSP1 Mod Releases
As jivaii stated, plus, the reason is technical. Some APIs understand the numpad as being a different key. For instance, the 1 key along the top of your keyboard can be interpreted differently than the 1 key on the number keypad. Others don't and treat standard 1 and num-1 as being exactly the same. The same thing goes with the arrow keys, the / * - and + keys. I can't be certain Linux treats them differently, Windows does and depending on the keyboard API you're using it can be decided in program to treat them differently or not, and I'm not sure Mac stock keyboards even COME with a numpad (My wifes doesn't and I'm a Mac hater so don't think I'mma gonna test the theory). -
[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
Pontiac replied to SirJulio's topic in KSP1 Mod Releases
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