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Everything posted by Kalista
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Kerbal Construction Time/StageRecovery Dev Thread
Kalista replied to magico13's topic in KSP1 Mod Development
Well this mod is a wonderful tool for self diagnosing yourself with OCD. http://cloud-4.steampowered.com/ugc/577896547180414820/8C538A10E9273DB5ED325B889550478FD0B82DE9/ Yes I tail number'ed all my training aircraft (ontop of refusing to put kerbals into rockets until they have flown the training aircraft). Going to need a good random number generator when I field a fleet of space planes . -
Hey Tacoscott got a question for you. And this doesn't need to be done anytime soon ( if it can) but how hard would it be to have cameras at the very least render from vessels that aren't the active one but are within 2.2km range? Thought I had since I do a ton of atmospheric flights and space plane/shuttle landings was put a small UAV ontop of the control tower with a camera and have one person act like tower control guiding me in if I decide to make kerbin have fog with EVE.
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Kerbal Construction Time/StageRecovery Dev Thread
Kalista replied to magico13's topic in KSP1 Mod Development
Also in future versions if you want me to help test it out I'm normally able to do so ( testing some other mods for other games but those don't normally take long). -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kalista replied to Starwaster's topic in KSP1 Mod Releases
So will removing the PhysicsSignificance = 1 line in the cfg make the antenna melt off again ? If so I'm doing it so I can watch my sats blow up on reentry again if I put an antenna dead center.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kalista replied to Starwaster's topic in KSP1 Mod Releases
Antenna is the default squad one with no changes at all ( its deployed in both tests ). http://cloud-3.steampowered.com/ugc/577896547095569452/C2840586C1061DCC0126E7578F2F81F8606F5945/- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kalista replied to Starwaster's topic in KSP1 Mod Releases
Video (might still be uploading/processing when viewed) http://youtu.be/lgVEgfFN_Aw Output log https://drive.google.com/file/d/0BwYzqg0314S0aEtLRnEtcm4zeUE/edit?usp=sharing Craft File same as before Only diff when I reproduced it was the craft didn't shred the craft ( prob because I didn't time warp the whole way down when it was obvious the craft wasn't burning up)and the 4 other mods throwing errors were removed for the test.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kalista replied to Starwaster's topic in KSP1 Mod Releases
Just had an interesting bug happen when I shot a sub orbital probe where on reentry the probe core was acting like it was shielded by the antennae which should have been burnt off. Will post this on FARs page as a bug there as well if Nathan thinks its partly to blame ( since I know DRE uses some of FARs calculations on what it does). Video (quality might suck since I was testing another mod and edited out its bits since I do not know if the author wants those out) http://youtu.be/HhEg_qtZEKA output log https://drive.google.com/file/d/0BwYzqg0314S0aHJMTl9Qb21SN00/edit?usp=sharing craft file just incase https://drive.google.com/file/d/0BwYzqg0314S0ckJSbUtLTWZUQlU/edit?usp=sharing- 5,917 replies
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Kerbal Construction Time/StageRecovery Dev Thread
Kalista replied to magico13's topic in KSP1 Mod Development
Hey Magico got a suggestion to shoot your way ( which may be outside the mods scope but doesn't hurt to ask). Any thought on adding a timer on recruiting new kerbalnaunts to simulate training time and what not so you can't say open up the AC window hire 5 and send them on their merry way that second? -
Kerbal Construction Time/StageRecovery Dev Thread
Kalista replied to magico13's topic in KSP1 Mod Development
I can try it out and try to catch the problem if it happens on fraps (along with the save and logs) since like you I always back up my save between sessions incase something goes crazy. edit: Also I'm fairly sure it isn't FF causing the conflict when I first reported this problem in mid April I hadn't downloaded it yet. Still possible but I don't think its likely. -
Kerbal Construction Time/StageRecovery Dev Thread
Kalista replied to magico13's topic in KSP1 Mod Development
Like I said thats what happens on my end and it fails to happen with KCT out of the picture tho I do not believe KCT is by itself doing it. IMO its prob KCT and one or more of my other mods doing somethin the other doesn't like that sends the game into a error tailspin thats causing the problem. That or the tracking and space center is pure evil (EVE and DO made it lag like crazy late game till I turned debris to 25). -
Kerbal Construction Time/StageRecovery Dev Thread
Kalista replied to magico13's topic in KSP1 Mod Development
From reading over my last logs from when I had KCT installed ( I dropped it to finish this playthrough without my tracking center going haywire) what looked to be happening was KCT would throw an error followed by mechjeb followed by a bunch of KSP unity DLLs flipping out then everything else chain crashing ( with the game still running). Screwy tracking center persists after a reload as well and removing KCT from a pre bugged backup does not reproduce the problem. Also to note the spam of NULL errors in the space center scene as well ( tho I get a few on first loadup without KCT but with it its near constant to the point Final Frontier and Distant objects refuses to load from tool bar in the KSC scene But KCT TACLS and KAC work) Last logs and save I have are here ( since there buried a few pages back now) save file https://drive.google.com/file/d/0BwYzqg0314S0SXB2dHljUlFqQlk/edit?usp=sharing output log https://drive.google.com/file/d/0BwYzqg0314S0OUxjaXZfSVcwcnc/edit?usp=sharing -
Kerbal Construction Time/StageRecovery Dev Thread
Kalista replied to magico13's topic in KSP1 Mod Development
Full mod list warning massive wall of text incoming Toolbar Active Texture Management AviationLights B9 Aerospace ( with .23.5 and Gear Fixes and all dependencies) BeastlyScience Cargo Transfer Bags Chatterer Connected Living Space Custom Biomes Deadly Reentry Distant Ohjects Dmagic Orbital science Editor Extendsions Enhanced Nav Ball Environmental Visual Enhancements FASA Launch Clamps FAR Firespitter ( DLL only) Through the Eyes of a Kerbal Hull Camera VDS RPM Kerbal Dust Experiment Kerbal Attachment System KerbQuake Klockheed Martian Space Shuttle Engines KSPX KW Rocketry Launch Count Down LTech Science Mk2 and S2 Crew Tank Internals MechJeb Final Frontier 1.25-2.5 Service Bays Rover Science Procedural Fairings RCS Build Aide Real Chute Real Fuels Science Revisted Nova Punch 2 Romfarer's Robotic Arms Pack SCAN Sat Mk2 and Mk3 Cockpit Internals Ship Manifest Tarsier Space Tech TAC Life Support and Fuel Balancer Tweakible Everything Universal Storage Vessel View Sadly KSP is one of my LEAST modded games I have ( one which I wont name I've increased the size of the game on disk by atleast x10) Edit: tried putting it under a spoiler tag but isn't working. -
Kerbal Construction Time/StageRecovery Dev Thread
Kalista replied to magico13's topic in KSP1 Mod Development
Thats the same tracking center bug I have reported except mine normally happens after an active ship is destroyed. I can provide my entire mod list incase theres a conflict somewhere causing it. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kalista replied to ferram4's topic in KSP1 Mod Releases
Same with me they always behaved more like dive brakes than flaps for me.- 14,073 replies
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Any plans to add vesselviewer support into this? Would be nice if the people using this could see atleast the vessel state during flight if not interacting with the parts thru it as well.
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Kerbal Construction Time/StageRecovery Dev Thread
Kalista replied to magico13's topic in KSP1 Mod Development
It might be related to my TC goes nuts on vessal destroy bug but i'm still not sure if that ones caused by KCT or MJ since there both throwing errors in my logs. -
Kerbal Construction Time/StageRecovery Dev Thread
Kalista replied to magico13's topic in KSP1 Mod Development
What about a second option In addition to build? For example have build craft and build and research ( which just tacks on time to the build to simulate the research being done but in return get some science points and later when the economy is added added cost to the craft). Just an idea that I'm tossing out. -
Kerbal Construction Time/StageRecovery Dev Thread
Kalista replied to magico13's topic in KSP1 Mod Development
Also just managed to recreate my vessal crash causes tracking center to break bug. Flying one of my planes when it got a taste of Ferrams new Aerodynamics and slammed into a hill after returning to the SC ( thru the normal window not that one that pops up on crash) tracking center went totally haywire. output log https://drive.google.com/file/d/0BwYzqg0314S0OUxjaXZfSVcwcnc/edit?usp=sharing save file https://drive.google.com/file/d/0BwYzqg0314S0SXB2dHljUlFqQlk/edit?usp=sharing -
Kerbal Construction Time/StageRecovery Dev Thread
Kalista replied to magico13's topic in KSP1 Mod Development
Boast would work. Because right now simulations are basicly to make sure your rocket won't lawndart or your lander can accually land like you said making them more rewarding would be nice. -
Kerbal Construction Time/StageRecovery Dev Thread
Kalista replied to magico13's topic in KSP1 Mod Development
Personally if you do somethin like this the science imo should come mainly from simulating launches more so than building with a diminishing return so you can't sim spam for points. That way your simulating the R&D of your designs and learning from testing. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kalista replied to ferram4's topic in KSP1 Mod Releases
Fact the interior doesn't load properly ( no moniters nothing least for PCR) and the mass of NULL errors in the output log.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kalista replied to ferram4's topic in KSP1 Mod Releases
Probe control room completely crapped out after going above 1.5.6 tho the manned pods rasterprop still works fine ( and I play almost exclusively in IVA so thats why I asked). So far FAR seems to handle 1.5.6 ok least i'm not noticing any errors.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kalista replied to ferram4's topic in KSP1 Mod Releases
Thing is both 2.0.3 and .5 broke one of my other mods so was wondering if FARs current version could handle going all the way back to 1.5.6 or if it would trash my mods even worse.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kalista replied to ferram4's topic in KSP1 Mod Releases
Ferram question for you. Will reverting back to MM 1.5.3 cause any issues with the latest far ? Newest one completely broke another mod of mine that I rely on and it worked perfectly fine with 153 so wondering if far ( another mod I wont play without) will be fine using it.- 14,073 replies
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Kerbal Construction Time/StageRecovery Dev Thread
Kalista replied to magico13's topic in KSP1 Mod Development
Just incase its relevant the craft in question was a 2nd stage boaster with a mechjeb unit as its control point with 2 probes attached ontop that broke free just before the main probe got ripped to pieces and those 2 probes are the ones that were falling thru the planet on the tracking center.