Insignus
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Insignus replied to stupid_chris's topic in KSP1 Mod Releases
Its called taking it in bites, having stuff to do, going back and forth on things, and take a step back on occasion. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Insignus replied to stupid_chris's topic in KSP1 Mod Releases
I didn't realize that it was this mod, until afterwards. I didn't even think something so unrelated to the patched content could be causing it. *shrug* I was really ticked off at the time, and on reflection, perhaps it was a somewhat unreasonable request on the duration aspect. I'll settle for him acknowledging that his definition of "prank" is out of kilter and off-base, and that it was wrong of him to make a "prank" that was that innocuous yet so disruptive and apologizing for wasting about 5 hours of my time (Time flies when you're debugging, and debugging is not something I typically spend lots of time at. Some of you may have figured it out in an hour, good for you.) Also, being a self-important jerk would require I believe I have some kind of importance on this forum. I don't. I generally interact when they blow something up. But if nothing else, I feel my definition and example of a valid "prank" for this mod was far superior to his. A bit cartoonish, but still doable and arguably more humorous (A pots and pans sprite that emits as an anvil attached by fishing wire flys out of your parachute. No performance effect, as there is a still a parachute, it just has a disturbing model replacement). -
Launchpad kraken and why
Insignus replied to Insignus's topic in KSP1 Technical Support (PC, modded installs)
I believe I found out what caused it. It appears to only occur when I add parachutes. I'm currently checking to see if this is caused by the realparachutes "prank". Edit: Upon removal of the real parachutes mod, it has been confirmed as the cause, and gameplay functionality has been restored. I'm sorry for going off on everyone :/, but it turns out to be a completely unrelated matter owing to the blatant misconduct of a mod author. As it turns out that it is, in fact, the cause behind it, I would like to request a 1 week forum ban on the author, because that is simply NOT FUNNY TO UPDATE A MOD IN SUCH A WAY THAT BREAKS PEOPLES GAMES AND FRUSTRATES THEM TO HELL FOR AN ENTIRE NIGHT WHILE RENDERING THE GAME UNPLAYABLE. Note: I realize the author is a moderator. I don't care, it is simply inexcusable. A "prank" is a joke activity that is mildly harmless or inconveniencing. Anonymous or mass pranks are acceptable only if a) no harm is conceivably done, it involves something purely visual c) Does not damage core functionality. Serious pranks should only occur with people you know. An example of an acceptable prank for the real parachutes mod would've been one that replaced the parachute model with an anvil (Or a pots and pans confetti effect) attached by fishing wire, which while instilling momentary panic, followed by amusement, would not have ruined someone's work. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Insignus replied to stupid_chris's topic in KSP1 Mod Releases
Whenever I attach any parachute onto any ship, it krakens on the launchpad immediately. You mod is the only one that modifies these parts. I redownloaded and it still does it :/ Is this what you intended to do? EDIT: I removed your mod, and confirmed that it has been the cause of an entire days worth of buggy frustration and redownloading and troubleshooting. http://forum.kerbalspaceprogram.com/threads/74555-Launchpad-kraken-and-why?p=1061021&viewfull=1#post1061021 I'm sorry, but I stand by my insistence. Inexcusable. You may have meant well or just to be funny, but I can't condone or tolerate what you did as an acceptable standard of ethical programming. Maybe your "prank" coding did not impact it. I don't know. But we have to assume so. For future reference, I have included what would've been more a hilarious and acceptable a prank as an example. -
Launchpad kraken and why
Insignus replied to Insignus's topic in KSP1 Technical Support (PC, modded installs)
Well, the point here is that from what I understand of the fixes applied to the joints, which mimic many of those found in Kerbal Joint Reinforcement, which I used prior to .23.5 with no problem, something broke most of the mods in a way that should not have occurred. As I stated elsewhere, I think I'm just going to wait till the weekend, update all the mods (I"ve updated nearly all of the core mechanic mods, I.E. things that change or add functionality, but the content and part packs naturally take longer for their authors to update.) Also: Adding logs or craft files wouldn't do any good, as it creates immediate structural failures across all parts as soon as I apply thrust. -
Launchpad kraken and why
Insignus replied to Insignus's topic in KSP1 Technical Support (PC, modded installs)
My immediate thought was to analogize it to steel. They've made it nominally harder at the joint, but all that seems to have done from my perspective is made entire setup more brittle. Which begs the question of what justification that had for patching it in. I mean, I'm hoping its not a generic characteristic in this patch. Surely if it had exhibited the behavior I'm seeing, they would thrown the entire joint reinforcement patch code out and started again. Because now I can't have any joints. -
So. Here we are again. Thankfully, this update actually loads up for me. This is a combination bug report and vent. Unfortunately, the game is functionally worthless now, because as soon as I launch anything, or apply thrust, force, or even reaction wheel torque in excess of a certain amount, everything immediately krakens and flings itself apart. I have yet to achieve a sustained flight time of more than .5 seconds at throttles greater than 10%. Its not so much a reproducible thing, its simply the default mechanic my game engages in. Re installed and everything. Every time I launch anything, it dies. I can launch the game, but I cannot do anything in the game. Which is arguably more frustrating than having a broken game. I've been peeling off mods, but am not finding which magical one does it. What the hell guys. My sneaking suspicion is that is something that was updated regarding the joints and node sizes broke everything. There is no longer any structural strength. I attach an SRB to a command pod, WHAM! AWAY IT GOES. If this were a starbound update, it'd be called "IRONIC FAILBOAT KOALA" And keep in mind, this is not even counting the fact that the update completely broke 3 months of persistent play by converting it to sandbox mode, a bug that the devs have been aware of since the first post-career mode updates came out, more or less. (No forgiveness. I'm no longer recommending this game to my friends, and in fact discouraging them from buying it until it is finished) I really love this game, and the people that add stuff to it. But I am kind of starting to hate the people in charge of developing it. I"m questioning whether or not to continue giving it any time, because every update, I have to spend a day and a half re-tweaking and mod hunting and updating little tiny hotfixes, before I can even get to play again, by which I mean start over. So, for .24, scratch everything you have planned. Chunk it. Make it all about creating and integrating a streamlined auto-updating mod-manager that cross checks dependencies and compatibility (Before you say anything, and chime in as comments that "OH SOMEONE ALREADY DOES THAT, GO DOWNLOAD A MOD MANAGER", thanks I have one already) I would like one that is integrated and will cut out the frustration and crap that pops up whenever this game gets updated. Each time you update, I want to be able to click one button, have that queue updates, downloads, and installations for mods, go off to work or class, and come back, no fusses, hassles, or kefuffles, and click off whichever ones didn't update (Which would be highlighted yellow as out of date or non-current), and then boot the damn game into a playable state. I"m probably going to wait a few weeks, let everyone update their mods, come back, realize it hasn't been fixed as a core problem, then give up on it until finally leaves early access. Unless, god forbid, someone fixes it, or has a solution.
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Hi, I'm having an issue with Kethane, and I've done most of the fixes that people have suggested for this, including a mod scrubdown, (Now running Kethane, B9, Novapunch, Mechjeb, KAS,Achievements, Firespitter, KW, FAR, KAC, Engineer, all through KSP Mod Admin), and I'm not having any overlay rendering in game. Now, when I quit back to main menu, the planets THERE will show the overlay, but I cannot get it to pull up in game. Just the window that lets you toggle it. I've tried scanning and just pulling it up, no-go. Any suggestions?
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Insignus replied to Tiberion's topic in KSP1 Mod Releases
Alas, if only some enterprising young software engineer could write a blueprint translation program, we could download everything off NASA and presto chango, we'd have every nick-nack and bulkhead from the legacy programs to sift through and include. That would make it easier to train people. Personally, when people come at me and are all "HOW TO PLAY KSP!" I point them at the Mercury and Gemini wikis and say "TRY TO BUILD THAT" -
SSTO is time inefficient. Just get subassembly loader, and design yourself a stable lift platform.
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USD Epimethius, about to burn for Eeloo
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There are actually a number of people who can't run .20.2 I have a PC that is substantially above spec, trying to run a clean boot stock build, and the program simply hangs at load. Trufax. Just remember, entaran, the answer to broken programs is not always a simplistic "YOU NEED MORE COWBELL"
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Unfortunately, due to http://forum.kerbalspaceprogram.com/showthread.php/33244-Yet-another-loadscreen-hanging-issue, this ship's craft file has been lost. However, prior to the update, in .19.1, the USD Epimetheus was a fully functional, performance optimized long duration drone freighter, used by myself to deploy satellites as far out as Eeloo with room to return. It's primary mover's are its cluster-ions of PB2's (24 in total), powered by the fuel megastack and thruster attached ministacks of xenon gas (12 x4 in the fuel module, 3 per engine stack). It derives power from its backup solar arrays, and stores it in the various cylinder batteries spread across the ship, but its principal power source is the HOME Nuclear module (The the engines are attached to it). http://cloud-2.steampowered.com/ugc/631908039696715107/12083183B9D5896A7D0B0DEE3DFE8BEF77343FEF/ http://steamcommunity.com/sharedfiles/filedetails/?id=149878885 http://steamcommunity.com/sharedfiles/filedetails/?id=149878950 As you can see, it has multiple communications arrays attached to it, enabling constant contact. In its present small bore configuration, it has 3 B9 cargo bays with 8 remotetech satellites and a third trunkline satellite in the rear. There were plans to expand it, but 8 satellites proved sufficient to serve as relay points for present stellar bodies, plus the "Big Ear" satellite stored in the third bay, allowing each mission to setup a functional planetary communications system for remote exploration. It does suffer from some inordinately long burn times, but inbuilt efficiency, as well as some advanced navigation and staging I learned from Orbiter and pipe through Mechjeb let the pilot handily set it up to reach the outer planets with grace and ease. As well as its satellites, it does also possess a pair of LAZOR enabled scanning pods, with attached purple lazors for rudimentary ADS systems, as well as intended radiator attachment points for the nuclear reactor. After demonstrating the feasibility of lofting it in 4 pieces, I went back in VAB and rebuilt it by hand then used Hyperedit to loft the sleek and finished version. Because I'm a perfectionist. The following mods were used in its design and creation (If you spot a mod I haven't mentioned, please let me know) Ampyear, B9, BobCatIndustries "H.O.M.E.", RemoteTech, CBM (For the docking ports, which I use as standard now), Romfarer's LAZOR, MechJeb, NovaPunch, for the attachment points on the engines and fuel module, KSPX, for the struts and a few pieces, and DeepSpaceMission pack, for the xenon tanks and a few other goodies. At that time I had not properly unpacked some of the heavier ion engines in DSM, so I used the PB2s. In a future rendition, I will likely replace the rear mission control array with a 20 thrust ion from DSM (Which is a fairly useful pack). If you would like a .craft file, I'm sorry, but pending resolution of my tech support issue, KSP for me is grounded, period. If you would like, you can try fixing it for me, and I would be happy to rebuild it, and post it to the spaceport. Until then, Na-na-boo-boo. Note: If someone could mod a realistic NERVA, that would be excellent. Note: YEs, my steampage is stuck in some kind of language. Been trying to fix that.
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TBH, and no offense, I'm not sure why this is a mod. I mean, seriously, was it really that hard to conceive of and include this exact functionality when the base code was being written? It would make a great sort of "hardmode" option you could tick off. That said, it is a absolutely wonderful mod. As an orbiter veteran, I can say that you are fairly spot on with this. If you want to improve it, you might get with the Mechjeb folks and write a re-entry angle predictor window for mechjeb.
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Ah Yeah, I won as the US, the way to do it is to go with the Jupiter Direct Ascent Landing model, no lander required.
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I have a minor request for a mechjeb coding addition: Would it be possible for the "Orbit Info" or "Landing Autopilot" or perhaps "Surface Info" to include a Re-entry angle computation? This would make it much easier to plan realistic re-entry manuevers and use add-ons such as Deadly Re-entry. If this is already in the code, my apologies, I haven't seen it. If you really wanted to take it to the next level, a Re-entry Autopilot would be handy. Thanks for what you do, Mechjeb definitely helps me automate a lot of things. Having played Orbiter for years on end, I can tell you hat this sort of computational assistance is very useful.
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What is BARIS?
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So, while I was waiting for KSP and addons to finish migrating to .20, I was still in a space-nerd mood. So I remembered something from wayback, and thought I'd share it with you all: http://www.raceintospace.org/ Game from 1994, its in freeware, developed around the concept of managing a space program. You dont' get to fly anything, as its more of a resource management game, but its still pretty interesting. It runs natively in windows, so it should work on almost any windows based system. It worked on my 64-bit Windows 8, so give it a spin. Just don't kill too many people.
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I hate to be a bother, but you may want to consider a 5m version in your next release, would let me pack some starship modules inside. Unrealistic, perhaps, but useful. That said, props on the mod, I've always used this to deploy the remoteTech satellites. Much simpler than the NP fairings, and more stable than placing them on a christmas tree rocket
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I have a better idea: Make a mod manager that tracks file conflicts and auto pulls from the space port based upon uniqueids assigned to each mod upon their upload. If the dev team could do this, I could easily see them boosting their player retention and even expanding the player base. As it stands, this latest patch broke my modbuild, to where it hangs on load, so I'm not gonna be tossed to complete my functional interplanetary freighter that I was going to put up for community use.