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Pontiac
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Everything posted by Pontiac
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No difference to the end user, but Squad gets more of a cut if you buy through their store.
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[0.20] Subassembly Loader - 0.20 Compatibility Patch
Pontiac replied to TheUndeadFish's topic in KSP1 Mod Releases
I've figured out how to add the command module to the tree structure before saving. However, I'm having a PITA of a time to delete that module on load. But, progress is progress. Right now, after the load routine completes, the command module is put into the VAB but then COMPLETELY ignored by any interaction I want to do with it. I can't select it, or attach anything to it, etc. But, the rest of the ship shows up, to which I can then manipulate. Fuhn stuuuuuffff... Technical: I also found out that there most DEFINATELY is a bug when saving without a command module. Any part that is mirrored breaks because when the mirrored part is written out, its given a wrong ID. -
[0.20] Subassembly Loader - 0.20 Compatibility Patch
Pontiac replied to TheUndeadFish's topic in KSP1 Mod Releases
Excellent idea. That's my new priority to check out right now. The only issue MIGHT be is that if Squad removes the random command module I'll pick, in a later build of KSP, previous saves might not come back properly. -
[0.20] Subassembly Loader - 0.20 Compatibility Patch
Pontiac replied to TheUndeadFish's topic in KSP1 Mod Releases
There is a bug that Squad probably isn't going to do anything with that prevents an assembly from loading without the "root" part being a command module of sorts. What you do is put a command module on the assembly you want to save, click the command module, drag up and save as per usual. When you load the assembly back in, you attach it per usual. Then you remove the part below the unneeded command module, delete that command module, then reattach your assembly to where you need it. Already taken care of in my version. I hated that, which is why I grabbed the code in the first place. -
Does game booster work very well for KSP?
Pontiac replied to Rocketeer Hopeful's topic in The Lounge
+1 @ Otis. You said it better than I was going to. I DO NOT run AV on all but 1 of my 12 machines (yes, 12 - all real hardware, not the 7 VMs I'm running on one of them). And that one single machine is my router which sniffs my traffic. NONE of my machines have speed issues, even though some of them are coming close to being 8 years old, and would run KSP. (Socket 478@3ghz/533mhz FSB with 4gig of PC3200 downed to PC2700 speeds due to FSB. Don't remember if she's got HT on her though). I looked at things like Gamebooster once upon a time, and I just said "Screw it... Wheres the services tab, and where is HiJackThis?" -
[0.20] Subassembly Loader - 0.20 Compatibility Patch
Pontiac replied to TheUndeadFish's topic in KSP1 Mod Releases
Had a reply, re-read, then the light bulb turned on. You're thinking of having multiple tags against one assembly? So if you have a launcher, you could have tags "Heavy", "Launcher", "No SRB", "Not Interplanetary" and so on against one craft file? Interesting. I don't have that many configurations, but I don't think it'd be that hard to do once I figure out the file mechanics and what kind of string handling options I have. Feature as in the whole Subassembly package, or the creation of categories? In either case, yes, these are needed features. :] -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Pontiac replied to Majiir's topic in KSP1 Mod Releases
Better than I would have done. Bookmarked, so I don't become an idiot again after 13 hours. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Pontiac replied to Majiir's topic in KSP1 Mod Releases
Yeah, I'll do that when I'm at work tonight, despite my being an idiot right now. (And to think a couple pages back I CAPS'd the instructions.... I'm such a bone head. {chuckle}) -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Pontiac replied to Majiir's topic in KSP1 Mod Releases
If thats the case, why is it filling the RCS tanks? I'll try though. Edit: Oh son of a.... Yeah.. now it dawns on me even before I tried. Yes, you're right. I'm an idiot. I knew that, just had it backwards. Frig'n lack of sleep. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Pontiac replied to Majiir's topic in KSP1 Mod Releases
Alright, I'm confused.... I've upgraded to 0.5.1. I've got a craft with nothing but stock, Kethane w/Debug, and Kerbal Engineer. I have the 16k Liter Kethane tank in the center of this disaster of a ship, 6 orange tanks, paired up with each other, and in an almost Asparagus config. "Almost" because I don't have the fuel line that'd typically go from the last tank, back to the central tank or the converter. I have 4 RCS tanks sitting on top of 4 of the orange tanks, and batteries sitting on the other two. I have the two fuel lines plumbed from the heavy converter unit, to the each of the first tanks in the asparagus configuration in the images below. So, converter, to tank pair one, to tank pair two, to tank pair three. Now here's the interesting part; I don't seem to be able to convert to Liquid Fuel, or the Oxidizer, BUT, the Monopropellant conversion works? I don't have fuel lines going to the propellant tanks. Whats even MORE interesting is that if I have either the Liquid Fuel, or the Oxidizer running, the Propellant IS NOT generated. As soon as I stop both the LF or Ox conversion, the propellant works. If I stop the mining gear, the Kethane stops being mine, but does NOT decrease when conversion to LF or Ox is turned on. My first attempt was 6 pipes from the converter to each of the orange tanks, but that didn't work, which directed me to go try and use one pipe to the first part of the asparagus setup. Kethane is being produced, battery power is holding at over 2k while mining with 8 drills. Craft: https://dl.dropboxusercontent.com/u/1598459/Games/KSP/Ships/Kethane%20Exploiter%20-%20Stock.craft I went back to my known-good Kethane miner, and it is refining as I expect it to, but the difference is that I have pipes going from the converter to all tanks, while this new ship has just one pipe going to one orange tank, and the RCS tanks are directly connected to the orange tanks. Ideas? I've removed MJ and Engineer from the craft file. -
Show off your Kethane Mining Designs!!
Pontiac replied to Amphiprion's topic in KSP1 The Spacecraft Exchange
Freak'n incredible guys and gals (If they exist in this thread). I'll post my cheated ships up. Been working on refinements the last couple of days. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Pontiac replied to Majiir's topic in KSP1 Mod Releases
The current amounts being made are randomly generated and hard coded to between 100k and 500k (Unless that has changed in 0.5.1). However, you can edit the amount if you find Kethane.cfg file, figure out what entry belongs to the site, tack one or two zeros to the end, and voila, you've got it. It WOULD be nice though to have the ability to change the amounts generated via editing a config file. -
[0.20] Subassembly Loader - 0.20 Compatibility Patch
Pontiac replied to TheUndeadFish's topic in KSP1 Mod Releases
Before anyone asks, I've *NOT* uploaded a new DLL anywhere for this as of yet, but, thought I'd put the question out anyways... How many of you would like the capability to create new categories on the fly? The current method of opening up whatever file browser you have on your machine, then manually create the directories. I've improved the code, and it works, but not sure if its the "proper" way of doing so. Before I put out anything embarrassing, thought I'd check to see if its worth while. Basically, how this works is you enter the new category name, click "New Cat" which is to the right of "Cancel" and it will create the new category for you, to which then you can save your craft to, once you provide a new file name. I've not figured out how to handle deleting categories (Well, they're actually directories) yet. I'm just happy I can make new categories without having to go through Explorer. -
Craft file.. ... give me... ... please?
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[0.20] Subassembly Loader - 0.20 Compatibility Patch
Pontiac replied to TheUndeadFish's topic in KSP1 Mod Releases
You're correct. I don't see one off the original spaceport link. I'm the confused one, so theoretically, no license, means free will? -
Oh yeah, I'm aware of that. I don't have (and won't put) KSP onto Steam, unless I buy a second copy. Some of my development tools will grind down to how much time I spent looking at a particular file, how long I've been in the IDE versus running the app, being productive or idle, etc, so why not watch how long I run a program? Hell, it'd be useful to see what apps my kids use on their computer and shut 'em down after a period of time. {evil grin}
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I have noticed a notiseable dekline in the use of teh written wurd
Pontiac replied to togfox's topic in KSP1 Discussion
Its a perfect analogy, I think. -
****IF**** it were ever to become a reality for MP action, I would say that interaction with other players activities could/should be locked down. Sure, throw millions of nukes at my base. But because that base can only be affected by my actions, your nukes don't mean jack. HOWEVER, if I grant permissions for different individually controlled interactions (IE: Allowing other players to dock at my station, allowing them to board my station, allowing them to transfer fuel, etc, etc) then that'd be alright. I think it'd be rather cool to be down on Mun, running around on my buggy then have someone else show up and land right next to me. Or have several players engaged in a massive mining racket scheme operation and watching different Kerbals operate the gas pumps, fly the processed minerals from the landing site up to the orbiting station, etc. Then again, it'd be a PITA to have someone land and drink up all my Kethane. Ohhh to dream.
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Thats the great thing about this game, I think. There is no "one" way to play. For some, just the challenge to build something and get it into orbit in a different way is great. For others, its building landers, and buggies, and cheating them to their destination and playing with their results. Others, its the number crunching, orbital mechanics such as getting into orbit with as little delta-v as possible, using as little parts as possible, using as MANY parts as possible, figuring out interplanetary operations on the same principals as a munar landing, etc, etc, etc. 20 hours? Thats it? I've already burned 20+ hours since Monday... I should write an app that monitors how long certain programs run on my computer, and log it. Would be interesting to see.
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Kinda makes me think of the CN Tower and the glass floors they have.... "Hey... Jeb... How high do you think you can jump on that?"
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I have noticed a notiseable dekline in the use of teh written wurd
Pontiac replied to togfox's topic in KSP1 Discussion
More specifically, when is any software "finished"? -
Since 0.19, I've had exactly 3 crashes, all within the same day, and I blame a mod (Don't remember which). I've left the game running for 24+ hours once and it worked without a hitch. That 24 consisted of 12 hours of my making random things, or waiting for things to happen, then going to bed and letting the Kethane scanner do its job.
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I have noticed a notiseable dekline in the use of teh written wurd
Pontiac replied to togfox's topic in KSP1 Discussion
Either the author has given up, or doesn't give a crap, or is busy, or just wasn't ready to undertake the responsibility of actually supporting their mod. -
... As of recent? What awesome mods? I checked the recently added list and I found multiple copies of the same thing, no description, and no relevant image. I can understand no ratings, no downloads, and no comments since "its a new upload" but with no extra meat on the bones to promote the mod, I haven't seen anything but my bandwidth use going up.
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Another question about this Capt'n; I purchased 0.19.x when it was available. If Squad end up releasing 18.x and earlier, am I going to have access to the versions, or am I going to get locked into having access to 19+? (I've already got every version archived on my Drobo, so your bandwidth is safe. )