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KSP2 Release Notes
Everything posted by Honeybadga
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Honeybadga replied to ferram4's topic in KSP1 Mod Releases
Looks like there's no other option for me than to turn off the aerodynamic failures setting for now.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Honeybadga replied to ferram4's topic in KSP1 Mod Releases
Unfortunately that didn't help. I've added an entry called "cargo fuselage" to the 'Cargo Bay title contains:'-section to no avail. Also, the problematic part has 'cargo bay' in its title and that entry already exists.- 14,073 replies
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- aerodynamics
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Honeybadga replied to stupid_chris's topic in KSP1 Mod Releases
I've unlocked basic action groups with the tier 2 VAB but I'm still not getting the sliders in the toggle info window when in the VAB (yes, I've tried in the action groups tab). However, I do get the options when on the launchpad. Do I have to upgrade my VAB to tier 3 to get full customization options? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Honeybadga replied to ferram4's topic in KSP1 Mod Releases
I'm having an issue with the MK2 Cargo Bay 2m from B9 Aerospace. I've put a bunch of science equipment, some batteries, a Kerbal Engineer Redux Computer Flight Unit and an RT2 antenna inside the cargo bay. In the SPH, the cargo bay's context menu is telling me that the total number of parts shielded by the cargo bay is 20. However once I launch the plane, on the runway the same context menu is telling a different story: number of parts shielded is 3. The real trouble begins after takeoff. Once I approach around 300ish m/s velocity, stuff starts exploding and the flight results screen is telling me that the connections between the parts inside the cargo bay and the cargo bay itself are failing due to aerodynamic stress. The plane remains operational, but I can't do experiments like this. I haven't tested any of the other cargo bays. Here are some screenshots with the issue at hand: http://imgur.com/a/tUNxg#0 Playing with FAR in KSP 0.90. All mods and their dependencies are up to date. Forum user blowfish told me to ask around here.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Honeybadga replied to bac9's topic in KSP1 Mod Releases
Alright, thanks.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Honeybadga replied to bac9's topic in KSP1 Mod Releases
I'm having an issue with the MK2 Cargo Bay 2m. I've put a bunch of science equipment, some batteries, a Kerbal Engineer Redux Computer Flight Unit and an RT2 antenna inside the cargo bay. In the SPH, the cargo bay's context menu is telling me that the total number of parts shielded by the cargo bay is 20. However once I launch the plane, on the runway the same context menu is telling a different story: number of parts shielded is 3. The real trouble begins after takeoff. Once I approach around 300ish m/s velocity, stuff starts exploding and the flight results screen is telling me that the connections between the parts inside the cargo bay and the cargo bay itself are failing due to aerodynamic stress. The plane remains operational, but I can't do experiments like this. I haven't tested any of the other cargo bays. Here are some screenshots with the issue at hand: http://imgur.com/a/tUNxg#0 Playing with FAR in KSP 0.90. All mods and their dependencies are up to date.- 4,460 replies
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[1.2] Procedural Fairings 3.20 (November 8)
Honeybadga replied to e-dog's topic in KSP1 Mod Releases
Actually, it just means health or healthiness, e.g. "Er ist bei guter Gesundheit", meaning "He's in good health". You can clink glasses on each others Gesundheit. Also, you say it to someone who just sneezed, wishing him well in the hope, he/she didn't catch a cold. -
Just installed Fusebox for the first time and it's eating my blizzy's toolbar in the VAB, KSC view and tracking station. When I uninstall Fusebox, the toolbar shows up again. I downloaded Fusebox from the dropbox link. Also, may I suggest that the "0 in xxm:yys"-line should always be visible in the VAB, not only when you remove all the solar panels? Otherwise this is awesome stuff
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I did indeed set ActiveTextureManagement to aggressive but as you already said, it only buys more time between crashes. With ATM basic, from startup to going to the VAB in my career save I was already looking at 3.4 GB RAM usage. ATM's aggessive setting bought me around 500MB of RAM. However, KSP's memory usage keeps increasing for me with each change of scenery which includes going from VAB to the starting ramp, doing revert flight back to both start or the VAB, quickloading, finishing a mission etc. This results in me having to restart the game between most successful flights or just waiting for it to crash and then restart. I have tried starting it with the openGL parameter but it doesn't really help due to my video card having an issue with it. As I've said, I've been running heaviliy modded installs of KSP in the past with a good bunch of more texture heavy mods than I do now but it has never been as bad. KPS's loading time isn't really that much of an issue for me since once ActiveTextureManagement compresses the textures, it doesn't take that long for the game to load during the consecutive starts. I'm not sure what you mean by the patcher. Also, I'm not sure if I feel comfortable with altering the folder structure of mods like B9.
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I keep getting constant crashes with my modded 32-bit KSP 0.90 installment. The application is hitting the 3.7 - 3.8 GB mark with me trying to get a 30 part rocket into orbit. When I enter my VAB in career mode and load the rocket, KSP is already at around 3.4ish GB. Because I'm $h!t and I need a couple of tries to get that thing into orbit with FAR, everytime I do revert to launch, memory usage keeps increasing until after the 5th or so try, the game crashes at around 3.78ish GB. Could this be a memory leak? After some months of absence, I finally wanted to play KSP again with all the awesome new features for the career mode and I remember that in the past, the game was running fine for me with a good bunch of mods that added even more parts than the installment I'm currently running. Right now I'm very early into career mode and this is a real bummer. I'm trying to avoid to run Active Texture Management in the aggressive setting since the textures look ....ty then, but perhaps I won't have any other choice. Apologies advance for the following little rant: I consider KSP to be one of the best if not THE best game ever made, I've sunk hundreds (probably 1000+) hours into it, but these technical issues are really holding the game back. KSP's recommended system requirements of 4 GB have nothing to do with reality. [/rant] Is there any word if we can expect things to get better with the 1.0 release? I've already read Ted's post about Windows 64-bit builds for KSP so I'm not counting on a stable 64-bit version anytime soon, but still, as I've already mentioned, I remember things have been better before. Here are some logs from three instances of the application crashing: https://www.dropbox.com/s/6m8mqu44d6x0jzl/2015-04-05_033706.rar https://www.dropbox.com/s/pj0m4qntk86r9mz/2015-04-05_035540.rar https://www.dropbox.com/s/ks4aylmsc8f1utz/2015-04-05_044748.rar Most of this stuff is hieroglyphs to me. List of mods: ActiveTextureManagement 32bit Basic Alternate_Resource_Panel-2.6.3.0 Atmospheric Trajectories-1.1.3 B9_Aerospace_Pack-R5.2.8 EnhancedNavBall_1_3_5 EnvironmentalVisualEnhancements-7-4 Ferram_Aerospace_Research-v0.14.7 Infernal_Robotics_Model_Rework_-_Core_Pack-v01 Infernal_Robotics_Model_Rework_-_Expansion_Pack-v01 Infernal_Robotics_Model_Rework_-_Utility_Pack-v01 IR.Rework.P2 Karbonite_0.5.5 KAS_0.4.10 Kerbal_Alarm_Clock-3.2.4.0 Kerbal_Joint_Reinforcement-v3.1.2 KIS_v1.0.1 KSPX-v0.2.8.1 KW_Rocketry-2.6d2 Mark_IV_Spaceplane_System-1.1.2 MechJeb2-2.4.2.0 ModuleManager-2.5.13 Navball_Docking_Alignment_Indicator-6 Near_Future_Construction-0.4.0 Near_Future_Electrical-0.3.1 Near_Future_Propulsion-0.4.0 Near_Future_Solar-0.4.0 Near_Future_Spacecraft_Parts-0.3.1 Procedural_Wings-0.9.3 ProcFairings_3.11 RCSBuildAid_v0.6.1 RealChute_Parachute_Systems-1.3.1 RemoteTech-1.6.3 SCANsat-v10.0 ScienceAlert-1.8.4 TacFuelBalancer_2.4.1.1008 Toolbar-1.7.8 TweakScale_-_Rescale_Everything-v1.52.1 Here's a screen grab of my game data folder: My system specs: Windows 7 Ultimate 64-bit SP1 Intel Core i7 930 @ 2.8 GHz 6 GB RAM Zotac GTX470 AMP! 3 Samsung HDDs, no SSDs
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
Honeybadga replied to nothke's topic in KSP1 Mod Releases
Would also love to see a 0.24.2-career mode ready version with a__gun's additional parts integrated. If the author is not into KSP anymore, one of you experienced modders could try to contact him and ask for permission to update it? -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Honeybadga replied to ferram4's topic in KSP1 Mod Releases
Is this mod safe to use when a bunch of landers are connected to each other via KAS pipes? Do I need to take any precautions? Just trying to avoid a bad suprise.- 2,647 replies
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- kerbal joint reinforcement
- kjr
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Honeybadga replied to sirkut's topic in KSP1 Mod Releases
Don't know if this has been reported yet. Looks like when the CoM changes, the physics make the Docking Washer and the Rotatron relocate as seen in image #1 and 2. Initially it looked like in #3 and 4: Pumping fuel and Kethane back and forth, drilling, refining and warping while doing so caused that. Also, as you can see the landers are connected with each other with KAS pipes. -
So, basically another Targetron without targeting?
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Please don't feel bad. You've helped me quite a bit there and I'm thankful. I think there are others who ran into this issue as well. I compared the lines of code to the ones that are in KAS' own addModule.cfg and they're pretty much the same for the stock Communotron 16 (except storedSize). Problem is now I have a probe out of range and I can't extend it's Communotron 32 after I removed my MM cfg. Gotta send a relay probe there first. Can I add entries to the addModule.cfg or is this only for stock parts?
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So, when I make the Communotron 32 from RT2 grabbable via MM, it won't let me extend the antenna ingame anymore. I can still activate it but the animation for extending it won't play and in the right-click GUI there is a line that says "Status: Locked". Here is what I put in my config: @PART[RTLongAntenna2] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 9 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } When I remove the cfg, everything works fine again. Not sure if this is a KAS issue or if I should bring this to the RT2 thread.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Honeybadga replied to sirkut's topic in KSP1 Mod Releases
There, looks like ZodiusInfuser phrased it better than me. Also, those designs in your IR model rework thread are pretty badass. -
I'd like to make some modifications for myself but I'm not exactly a pro in editing cfgs or using Module Manager, so it would be great if someone could help me out here. I have the following questions: 1. Is it possible to edit some of the part cfgs so that e.g. a Radial connector port would stay attached to a KAS Container even when I grab the container, stick it in a Container Bay or release it from a bay? Every time I do this, the connector port falls off. 2. I'd like to make some mod parts grabbable and I wanna try to figure this one out (most of it ) on my own from the part modules documentation. How do I figure out good values for stuff like evaPartPos or evaPartDir though? Is it trial and error as in quit game, edit cfg, restart and see if it works out? 3. Which leads me to this question. Is there a thread or a blog where people bring some good cfgs for e.g. grabbable parts (or cfgs for other mods) from the more popular mods like RT2, KW, B9 and AIES? Is it really hundreds of folks sitting in notepad, writing some good cfgs for inter-mod compatibility and using them themselves with the occasional guy posting a dropbox link once every 50 pages? I mean there is merit in learning stuff, but sharing is caring Bonus question: When I switch between vessels and then back to one with unattached containers on it, the physics go nuts for a second and they bump around all over the place. Anyone with experience what could fix this one? Maybe Kerbal Joint Reinforcement? Thanks in advance & sorry for the long read.