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Everything posted by drtedastro
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Nuka Corp shuttle project ( and apparently other stuff :D )
drtedastro replied to Anariaq's topic in KSP1 Mod Development
Looks really, REALLY great..... -
I like the idea of using 'hex' bins for elevation and all sorts of different attributes. Hexagonal binning was used in the mid 90's as an alternative to standard square and rectangular binning in the oil and gas industry for data analysis. As Majiir says, this would be a very interesting way to look at the data, especially if we can maintain the ability for course, medium and fine sampling. It certainly makes for far better mapping when we do not have to take datum, projection and such into account. Alas, we may have to fully accept that the world is round some day....... But until then, stretch the hell out of the poles for a Mercator map......
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agreed, but 'that fix' will be with a new Unity and ability to keep parallel missions running, not serial. Nothing to do with the Sat or scanner. If it bores you that much, save those runs for night, or sometime when you are not slumped in front of the monitor. I also really hate the fact that we can not multitask, and it drives me nuts, but not to the point of trying to find a quick work around or way out of doing certain tasks.... Each person will have their own preferences, likes and dislikes... That is what make us tick.... I enjoy working on the small details, like predictive orbital maneuvers to maximize coverage and minimize acquisition time. But hell, that type of work is what I have been doing for 35 years....in the exploration industry. If it takes so much time to make a 'good' map, and it takes ten times that amount of time to make a great map. so be it. Only time and working with the data will let me know if the extra time was justified by better and more accurate data. I play this not to get to an end, but for the play, the thought. I am looking forward to being able to setup and fly missions with out ever seeing the 'first person' part of the game. Program the flight entirely before countdown and then live with the consequences and / or be able to react and reprogram accordingly. If I need a quick fix of pseudo adrenaline, I will go shoot someone down in War Thunder or get bored with WoT.... But again, that is just me......... Hell, let's hope that we can both get our wish ... Still the best game in town by me....
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Personally, I prefer the ISA over the Kethane. Call me old fashioned or whatever, but my preference has been and will continue to be for the original ISA methodology. I think that if you want fast, you get low resolution, the lower the altitude and tighter the scan area, the better the map. I actually would much prefer if there was more of a probability of 'missing' the deposits if only using low resolution mapping method.... But hey, that's just me. So before people go and get ready to scrap the 'old' method, remember that there may be some of us 'old folks' that like having the data acquired and displayed that way. The perfect would be to have ability for either / and / or.... Data accuracy should NOT be a function of the display method. Acquire the data in whatever resolution you want (hell, if it is slow, just cheat) and then analyze and plot the data however you like. Gives it a nice 'real world' touch.
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Yes, more key combinations.....
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
drtedastro replied to cybutek's topic in KSP1 Mod Releases
Seems we still have the error and no sign of the mod's daddy...... h'mmmmmm... -
Has anyone been successful at getting MK-2 and MK-4 working for .21.1 ????? I would really appreciate seeing what was done to get the .cfg's fixed. I have 'fixed' the PART {} change and have taken care of the SAS / ASAS, but still have parts that crash out of the compiling section during ksp load. thanks.
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Once you have changed / added the PART {} to the mods, and have edited the SAS/ASAS, should you leave them in the parts dir, or make a dir under GameData and put the correct dirs. and files there??? thanks for info.
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really nice kit. are you still working on stuff for ksp???? hope so.
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I must have missed it, but with 7.7, how do I reset the kethane deposits? This 'used' to be in the kethane.cfg, under the saves/'current working.dir', but now seems to be in the persistant.sfs I just want to be able to reset, say kerbin, to build different number of and placement of deposits. thanks in advance. EDIT: Reread the release notes, again, and figured it out. thanks.
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Go back through the posts and you will find all info for the latest dev mod, 4.0, which will use 1Gbyte of resources, and how to load and use it with 0.21.1 or you can use the older 3.4.4 "unofficial" from space port, see how to load / run it on 0.21.1, and it uses the least amount of resources but you have to work the maps..... I went back to the 3.4.4 and build my own maps from the data generated and stored..... the 4.0 Dev load used lots, LOTS of ram and uses up too much of the allowed 3.?? Gbyte for the 32 bit Unity engine.... EDIT: search for my name and you will find the load info if you want to go back to 3.4.4
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[1.1]Hullcam VDS - mod adopted by linuxgamer
drtedastro replied to Albert VDS's topic in KSP1 Mod Releases
download not happening.... left click, nothing..... might check it again. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
drtedastro replied to AncientGammoner's topic in KSP1 Mod Releases
I am looking forward to this, and testing at this time. I hope to see the 5 meter products included as well, and tanks for all various fuels and other resources. As mentioned earlier, will it be possible to change / create the other types of 'tanks' that are needed in the game? thanks. -
oops, you are correct... sorry, will move over there..... And, then will come over to see what's happening over here. thanks blizzy78
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Just noticed the following. When the tutorial is started, something starts to run amok and is being logged into the ksp.log file. the scenario still works and runs, but the log file just keeps growing and growing. a sample of where this starts and what is being repeated follows; NOTE: that the EXC....NullRef.... line repeats and repeats, etc until tutorial is shutdown and ksp. Any ideas? [LOG 12:53:22.376] Game State Saved as persistent [LOG 12:53:24.083] Unpacking Docking Trainer 4 [EXC 12:53:53.842] NullReferenceException: Object reference not set to an instance of an object [EXC 12:53:53.845] NullReferenceException: Object reference not set to an instance of an object [EXC 12:53:53.860] NullReferenceException: Object reference not set to an instance of an object
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Good job. This worked great and will be a 'must' for all new kerbalnauts... and a good refresher for the not so new kerbalnauts..... I look forward to seeing what other tutorials you put out....
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[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
drtedastro replied to AncientGammoner's topic in KSP1 Mod Releases
Good stuff. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
drtedastro replied to cybutek's topic in KSP1 Mod Releases
Same here. I am doing debugging now to try and see what is happening from this end. EDIT: Ok, I thought it might be happening when MechJeb2 was also on vehicle, but it is not. I can select pod, all is ok, the craft name box is still there and ksp.log not running amok. Add the flightengineer part and blam. loss of craft name box, and ksp.log growing like a weed with; [LOG 12:46:50.904] Untitled Space Craft - Untitled Space Craft [LOG 12:47:11.413] EngineerChipFlight(Clone) added to ship - part count: 2 [LOG 12:47:11.417] stage count is: 0 [EXC 12:47:11.432] IndexOutOfRangeException: Array index is out of range. [EXC 12:47:11.436] IndexOutOfRangeException: Array index is out of range. [EXC 12:47:11.450] IndexOutOfRangeException: Array index is out of range. [EXC 12:47:11.453] IndexOutOfRangeException: Array index is out of range. [EXC 12:47:11.464] IndexOutOfRangeException: Array index is out of range. -
Which version are you trying to use? the dev mod, or the 3.4.4 'unofficial' mod?
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I have noticed that various ship designs may or may not start the VAB wiggle dance at different times. When the ship has gantry points hold it and there is nothing 'special' with the design, it will just start the wiggle here and wiggle there routine. Any traceable and repeatable reason for this??? I understand it if the design has something that looks like a tree sitting on top, but just for normal, good CoG and CoM, this makes no sense to me... thanks.
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
drtedastro replied to Alskari's topic in KSP1 Mod Releases
If Kerbals take their kats to space, just sprinkle Baco's on the mess. The Kats will take care of it quickly... But then, frigging kat hairballs floating around..... na, bad idea....