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Everything posted by Gargamel
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Because Jool is not a word in the English language, and it assumes that since you are capitalizing it, it is a proper noun. While Lathe is a nice place, I'd practice putting a colony on the Mun or Minmus first. Jool's a really long way to go to realize you really borked up the design.
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launching crash
Gargamel replied to Xd the great's topic in KSP1 Technical Support (PC, modded installs)
Much easier to remove 50% of your mods, and try again. If the game crashes, it's still installed, if not, it's not. Rinse and repeat. Should only take at most a dozen reboots to find the culprit. -
Be a little more specific. Commnet connection? How can't you control them, etc... This would imply that it is a stock issue, which it most probably is not. It is probably caused by a mod, and it altered the commnet ranges, but you never noticed it till you got out of range. But without more detail in what exactly is happening, it's hard to diagnose.
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That is not what I said at all. I said that KAC and a simplified Dv readout should be stock. These are two mods that the vast majority players rely on for every game. It is unfair to our console brethren to limit some basic functionality that really expands the games possibilities.
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Dust storm on Mars is threatening the Opportunity rover.
Gargamel replied to Scotius's topic in Science & Spaceflight
They weren't designed to last 90 days, they were guaranteed for 90 days. If they were designed for 90 days, that would mean under a normal distribution, the mean mission length would be 90 days. Half of the time, the rover would fail before 90 days, the other half after 90 days. But since they were guaranteed for 90 days, then something like 99.9% of the time, the mission would fail only after 90 days. Of course they couldn't say 100%, krakens happen. But given a normal distribution, if the guarantee was 90 days, the mean expected mission length would be much much loner than that. Because they were guaranteeing 90 days, the mission would be funded for those 90 days. They would also easily have funding and plans in place for the next 90 and so on, as the fail rate would slowly increase. So this isn't engineered obsolescence, it's careful and honest planning. -
Strange things overlaid on my ship
Gargamel replied to Shkeiru's topic in KSP1 Technical Support (PC, modded installs)
And that's why you make backups before editing cfgs.... Undo your changes until it goes away. Don't do other things, just undo what you already did. -
Yup, forgot about that one and I even have it installed!
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What is your most facepalm-worthy moment regarding KSP?
Gargamel replied to MaverickSawyer's topic in KSP1 Discussion
Don't worry, they still happen. 5+ years in this game and this: Rest of the details in the "KSP today" thread, but needless to say, 90% of the intended lander burned up. -
Standard orbits for Interplanetary shuttles & Fuel stations?
Gargamel replied to Cloakedwand72's topic in KSP1 Discussion
@Kesa Ooohhhh data data yum yum. Excellent Post! -
Well, after many years of playing this game, I finally landed on Eve! Well, it counts as a landing. I'm only missing like 90% of the ship! The flag stopped the pod from rolling down the hill. This is the most Kerbal thing I've done in a long long time. Usually my designs work as intended. Love it! The surviving drogue chutes and the not rated for atmosperic use OMS engine slowed it down enough to not break anything. The rest of it burnt up during entry (re-entry? Never been there, so....). I had run multiple tests on Kerbin to make sure the lander could survive the heat, the aero, and have plenty of dV left to launch again (about 7800 left after landing). This was my first test on Eve. I think it'll work, just gotta figure out what to do about the heat buildup in the leading heat shield. The heatshield on top is for stability. But it's gonna make docking this thing a pain, as it will travel to Eve unmanned, and then dock with the mother ship there. I plan on having an ISRU rover and a Hab/science rover there too, as the Life support on this thing isn't long enough for more than 50 days or so. I plan on taking the Mothership to Moho, and then back to Eve to pick up the surface mission.
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I wonder if this could be done as a mod? I know I'd love to drop a couple ComSats in L4 and L5. The problem with an object to rendezvous with, is that if you send up a couple craft there, there's a good chance they'll go bumping into one another. If the LP is a tiny SOI, like radius 500km, there's enough space there to have multiple craft orbiting an infinitely small barycenter withouot running into each other. The insanely slow orbital speeds would be similar to station keeping operations that would be needed at Lagrange points. Not a lot, just a little puff here or there. And short of physically running into the point source, the extremely weak SOI's would have little effect on ships that accidentally fell into it. Might be a tad difficult to reach though.... threading the needle let's say.
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AFAIK, there is no mod describing what you want. But of course, I am not familiar with every mod, so there may be one lurking out there. Two ways I would do something similar: Build the pad and refueling station. Land on it and hope it doesn't blow up in the process. Use KAS to run a hose to the ship, refuel it, and take off. KAS also has harpoons and grappling hooks that can be launched, so it might be easier that way, rather than actually dragging a hose over. Or you can build your pad, land on it, and use hyper edit to refuel your tanks as a simulation of actually refueling your tanks.
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Laythe SSTO Follies
Gargamel replied to Kerbal excrements Program's topic in KSP1 Gameplay Questions and Tutorials
Hi! Post some screenshots so maybe we have some idea what you are talking about! -
Between the gravity wells of Kerbin in the mun?
Gargamel replied to Cloakedwand72's topic in KSP1 Discussion
At the very least, something to add more gameplay mechanics like this. -
Bad science in fiction Hall of Shame
Gargamel replied to peadar1987's topic in Science & Spaceflight
The expanse books cover this pretty well, along with the Spinward Drift series does some good bits on boarding actions. Navies use dolphins and seals for a variety of things, including mine detection, bomb detection, and bomb placement, among other things. Horses have historically had a variety of uses, and there are still some uses today. The US marines used donkeys as pack animals in Afghanistan. The US designed a bomb that deployed bats with incendiaries attached. The idea was that during WWII, it would be dropped over Japanese cities, where the bats would fly off and roost in the eaves of the roofs of buildings. Since Japan's building code at the time was pretty lax, to put it mildly, on building fires (most of their buildings were wood and paper), the timed incendiary devices would ignite the city. Alas, during testing, the bats all flew back to their home base, and roosted underneath a fuel tank. Hilarity ensued, with the base a complete loss. Rhamses II had a pet lion that fought beside him. One of the first guided missile programs used pigeons to peck at flight controls to steer a bomb towards ships. There have been historical accounts of incendiary pigs, unleashed upon besieged cities. They also found a use against war Elephants, because apparently elephants are deathly afraid of flaming pigs. The Blue peacock program, a british tactical nuke program, tried using live chickens encased inside a small nuke to keep the electronics warm for up to a couple weeks while buried in the winter in case the Soviets invaded. And one of may favorites, Acoustic Kitty, where the CIA tried to train cats to carry listening devices into Soviet consulates. It went as well as you could expect a formal cat herding program to go. -
I posted a similar answer in your other thread, but I'll link it again: Also, you seem the demographic that CKAN was made for, I'd highly recommend getting that installed and setup, and let it manage all your mods for you. It will (usually) keep everything nice and tidy and compatible. But also note, with most every mod, there are more assets to load, so it may take a while. I get loading times between 10 and 20 minutes depending on the mood of my laptop.
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Latitudes & Longtitudes
Gargamel replied to Bakkerbaard's topic in KSP1 Gameplay Questions and Tutorials
If you happen to pay attention to the "distance from target" readout, you'll notice the value you see is the same "safe distance" you refer too. This "safe distance" is not intentional. It is the distance by how much MJ missed the target. It was trying to hit your ship, but missed. It tries to hit the target starting with the de-orbit burn, but little errors add up. Eventually it usually lands within a very short walking distance of your target. It's pretty much like throwing at the center bullseye on a dart board. It'll hit the bigger bullseye most of the time, but occasional will hit a double bull. Which, in this case, is a baaad thing. After selecting your target, you'll notice the lat/lon has little arrows beside them, with a distance in meters indicated. Each click of those buttons offsets your landing target that many meters in the selected direction. It's usually a good idea to set the target a click or so away from the targeted vessel, ya know, just in case MJ scores a bulls eye this time. Not doable (IME) solely with MJ. Make a utility rover with a crane or some sort of payload ability, and connect the modules that way. There's quite a few tutorials on this topic in the sub forum. I'm really bad at it. -
This would be so we could use the default forum search engine to search tags. Possibly. Seems kinda clunky to me. One thing to remember, the intent is that the user is searching within the mod release sub forum only. Of all the forums we have here, this one is the best self organized we have already. There are very very few non mod threads in that forum. So any result you get should be only mod threads. So we might be able to do away with teh mod and auth prefixs. Although, adding the author tag in some form is a very good idea. Just don't search for @linuxgurugamer, the search engine might break. That's a very good start, mix that with some of our other suggestions, and that is a pretty good list.
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I'm really confused as to whats being asked here... Either you have a bunch of mods for 1.3, but are playing 1.4, but don't feel like updating all your mods, OR you have 1.3 and can't find mods for 1.3. I dunno, I'm confused. If it's the first option, just go update the mods. It's not that hard. Or go get CKAN and let the automation flow through you. But for the second option:
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Engine not shown?!
Gargamel replied to Thotanos's topic in KSP1 Technical Support (PC, modded installs)
Check the log file after loading the game to see if it's throwing any errors trying to load those assets. Open the log file and search for those filenames. I'm not familiar enough with the logs to give any specifics though. If it's loading, it's in the game somewhere..... -
Standard orbits for Interplanetary shuttles & Fuel stations?
Gargamel replied to Cloakedwand72's topic in KSP1 Discussion
LInky? You mean KSP Launch Window Planner by alexmoon ? I've had this bookmarked for years, but I think I've only looked at it once. Good discussion guys, keep it rolling. I may have been playing this game for a long time, but I'm always learning new stuff. -
Engine not shown?!
Gargamel replied to Thotanos's topic in KSP1 Technical Support (PC, modded installs)
Mod list? Does the part appear in the Game Data / Squad files? -
Kerbals disappear when going to EVA
Gargamel replied to kspguy77's topic in KSP1 Technical Support (PC, unmodded installs)
Well.... hmmmm.... Do a little more digging. You didn't specifically mention it, but I'm assuming it also happens in orbit? Kill off a kerbal, and post the logs. Open a bug report. Then when that's done, and we still haven't found a solution, do a clean re-install. -
A similar post, but more about fleshing out ideas for compartmentalizing mod threads. With encouragement, @Katten has started the initiative to make a set of standardized tags for the modding community. The request is that modders would add these tags to their release threads so the threads would be more easily searchable. This thread is to allow the community to have a voice in deciding what the tags should be. And of course, with any community based standard, it would be completely optional, but encouraged. A secondary benefit would be that since tags show up in the forum list beneath each thread, it will be easier to scan the forum pages and pick out what types of mods you want to look at. We all know that some mods are labelled after fictional design bureaus, with little info on what they actually are. This thread really should be in Mod discussion though. I just did a search for Eve lander, and it returned every post with 'eve' in it. Including anything with Even, Every, Everything, etc. It also returned every thread that had the word 'lander' in it. The search function has the ability, though, to limit the searches to tags only. If we had a tag called "graphics", and you searched for the "graphics" tag only in the mod release forum, then it would only return threads with that tag in the title. So hopefully we'd get a short list containing things like SVE, Scatterer, etc. Forum search engines are notoriously stupid and difficult to work with. This would help stream line the ability of players to find mods by type. So please, suggest more tags if needed. I think "Graphics" would be on the list. "Utility" should be another for things like KAC, TAC fuel, etc. We might end up with a dozen tags, but that should categorize the mods enough to make the forums actually searchable.