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Everything posted by steve_v
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Hmm, the thing that itches about most of these, and the reason I haven't tried to build one yet, is that most of them get the engines wet - IRL jet engines really don't like getting wet, at least not while operating.
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Works for the 2000m contract too, with a craft similar to the one I posted above and also previously not registering as 'landed'. Not sure what's up with my game/craft, but everything that had this issue now "lands" fine. Whatever this is, it's consistent here, before patching the contract I landed that plane ~6 times, none of which satisfied the "landed" criteria. For the moment a quick "sed -i 's/maxSpeed = 0.0/maxSpeed = 1.0/g' *.cfg" makes me happy. Ed: Nevermind, edit redacted, it's definitely a velocity thing.
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Works for me :D. I guess there's some sort of jitter in the surface speed that doesn't show up on the navball? It is curious that other contracts, e.g. the shoreline tour, worked just fine for me.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
steve_v replied to stupid_chris's topic in KSP1 Mod Releases
Good thing you're such a nice guy then, innit. Anyhow, served it's purpose, consider it gone. -
This is exactly what I did, loads for me, both in my post and your quoted reply. Here's a direct link anyhow.
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Well, it's not exactly a "Wright brothers" style first flight aircraft, but it's what I had lying about when the contract appeared:
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Why yes, yes you can... however you cannot add quotes this way (or any reasonable way I can see) when editing an existing post, which is somewhat irritating.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
steve_v replied to stupid_chris's topic in KSP1 Mod Releases
1.0.5, but I have snapshots of my installs back to 0.18 or so. 1.3.2.6 works a treat on 1.0.5 (and is in CKAN for 1.0.5), dunno about 1.0.4 though. This is one of several reasons I don't use CKAN, IME its version control system is questionable at best. It's pushed broken/incompatible mod versions more than once before. For now, I'd just stick with what you have and not update anything as updates to 1.0.4 mods are going to be sparse now that 1.0.5 is out. All in all, it's not RealChutes problem that CKAN offers up the wrong versions - go bug the CKAN guys for that. -
Where be the official bugtracker for this new forum thing? It all seems a bit disorganised around here, do we just keep spamming reports to random posts this section until some feedback appears or what?
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Eh, my guess is everyone's gone on holiday or something, explaining why the other bugs in this shiny new forum thing haven't been addressed yet either. (Subscriptions, broken activity feeds etc. *poke *poke, c'mon guys , a little "we're working on those" would be nice) Is there an official "known issues under investigation / report forum bugs here" thread somewhere? I know of several issues that need sorting here and I'm not seeing much feedback.
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Someone please explain this RAM limitation to me.
steve_v replied to Dafni's topic in KSP1 Discussion
*recalls fighting for real-mode memory, VGA memory holes and BIOS remapping* *shudders* Breaking the 32bit address space limit is non-trivial, and usually platform specific... Unity doesn't try, so we're stuck with it. JEMM386 is better -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
steve_v replied to stupid_chris's topic in KSP1 Mod Releases
1.3.2.5 was a touch broken IIRC, but I'm running 1.3.2.6 without issues... perhaps more information (i.e. logs, other mods etc.) are in order? Have you tried reinstalling manually? CKAN has been known to break things, usually by leaving stuff lying around in GameData. Edit: Ah, I see. Here's 1.3.2.3, pulled from my 1.0.4 archive, hopefully Chris doesn't mind. Aside, here's another reason to have backups, especially if running an old KSP version. Why people don't is -
Hmm, can't seem to get the "Airplane ride" contract to complete, I get everything but "land your airplane" - do I need to land anywhere specific? I assume the runway counts, no?
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It may be worth noting that in your previous post, you appear to be using my words (and snipping of your rant to avoid more pointless noise): To attack Red Iron Crown: I, in this case calmly, suggest you actually read the post you are replying to before flying off the handle, as I'd not like to be held responsible for an (IMO) unjustified attack on a moderator.
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Gets my vote, but then I've been asking for this in various places since the thing went live.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
steve_v replied to Nereid's topic in KSP1 Mod Releases
@Nereid Cool, take your time. Let me know If you need anything else. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
steve_v replied to Nereid's topic in KSP1 Mod Releases
Probably, I'll have a look. At what point, just the contract available or after boarding / cloning? I think I can repro this on demand in this save. Here's a save with the contract available (again, modded install, YMMV). I have edited in a few preceding lines from that log, "Lt. Dan Kerman" (generated by the contract) boarding the craft was the last event before FF freaked out... except he seems to have both boarded at this point and not boarded, being still on the ladder. -
@kiwi1960 Holy smokes dude, 'tis just a harmless title change, you're free to rename it, and Red Iron Crown is a mod after all. This thread (and the old one) is fairly interesting, it's a shame it keeps exploding every time someone rubs you the wrong way.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
steve_v replied to Nereid's topic in KSP1 Mod Releases
Is this yours? [00:05:55]: Lt. Dan Kerman boarded Mk1 Inline Cockpit on Das Canoe. (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) FF: no Hall of Fame entry found for kerbal Lt. Dan Kerman (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) FF: creating new hall of fame entry for kerbal Lt. Dan Kerman (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at Nereid.FinalFrontier.BoardingAction.DoAction (Double timeOfAction, Nereid.FinalFrontier.HallOfFameEntry entry, System.String data) [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.HallOfFame.RecordBoarding (.ProtoCrewMember kerbal) [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.AchievementRecorder.RecordBoarding (.ProtoCrewMember crew) [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.OnCrewBoardVessel (FromToAction`2 action) [0x00000] in <filename unknown>:0 at EventData`1[GameEvents+FromToAction`2[Part,Part]].Fire (FromToAction`2 data) [0x00000] in <filename unknown>:0 at KerbalEVA.proceedAndBoard (.Part p) [0x00000] in <filename unknown>:0 at KerbalEVA.BoardPart (.Part p) [0x00000] in <filename unknown>:0 at KerbalEVA.<SetupFSM>m__93 () [0x00000] in <filename unknown>:0 at KerbalFSM.RunEvent (.KFSMEvent evt) [0x00000] in <filename unknown>:0 at KerbalFSM.updateFSM (KFSMUpdateMode mode) [0x00000] in <filename unknown>:0 at KerbalFSM.UpdateFSM () [0x00000] in <filename unknown>:0 at KerbalEVA.Update () [0x00000] in <filename unknown>:0 I'm seeing it in the context of a rescue contract from the current release of inigma's GAP, and it appears to be duplicating my rescued kerbal. I'm running a fair few other mods so It may well be some obscure conflict, I'd be up for more testing (and complete logs etc.) if needed, but first: sleep.). After removing FF the rescue goes as expected, but that's not a very nice solution. -
Nah, Emacs is where it's at, Emacs doesn’t insert any linebreaks for you unless you say so. On an unrelated topic: I'm getting error code EX2 if I search, get no hits, then modify the term and hit [enter] in the search term box.
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Thorium, or anything else one can burn in a fast-neutron fission reactor... because we actually have working designs for those. Nothing that runs on He3 is anywhere near ready, not even in the lab. This far-too-common "He3 is the super fuel of the near future, let's mine the moon for it" propaganda actually annoys me somewhat, fusion on a mass production level is still not even guaranteed to be practical, let alone just around the corner, while gen IV & V fission reactors are (relatively) clean, safe, and far, far more efficient than the 1970s tech we're currently running. They're pretty much ready to go too, all that's needed is more funding and less FUD. Whether it's Thorium or Uranium is also largely irrelevant - it's the reactor design that matters.
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Neither have I TBH, but misplaced palms / thumbs / sleeves etc. certainly.
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One minor niggle to report: The zip contains the path 'GameData/ContractPack/GAP', whereas all the other contract packs are in 'GameData/ContractPacks'. Ed. And one small suggestion: Do you suppose the coast guard rescue certification contract could err, gift you a ladder? I'm guessing it's meant to be an early-ish contract, and they can be pretty far up the tree depending on which branch you take first... I sure got it when I had no ladders.
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