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Everything posted by Starwaster
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Most of my weekend has been spent working out how to best use and abuse Deadly Reentry players, especially with the new inflatable heat shield, which if I can work it out properly will only be useful in shallow reentries. Unfortunately, punishing steep reentries makes it harder to do missions like the IRVE-2 or IRVE-3. Probably will be easier to do with Realism Overhaul / RSS whereas stock just has a really thin line. And to answer your question: Yes, you did imagine that I said 7.3.2 was KSP 1.1 compatible but you're also correct that I am made of evil magic. Goat's blood evil in fact. (Kids in the Hall reference for those who might remember)
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And a Stark dies.
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No, I meant the guy I directed that at who says he's using 7.3.2 with x64 and he's having trouble. Which, depending on how I interpret that could mean he's using 7.3.2 with a KSP client that it's not compatible with (1.1) or using a hacked version of DRE with 64 bit KSP 1.0.5. Or using unhacked DRE with 64 bit KSP 1.0.5 in which case DRE will pretty much refuse to function because it detects an incompatible environment. Or it could be Linux in which case it doesn't care about the 64 bit issue. Of course, I wouldn't have to speculate if I'd been provided with logs, but nobody seems to want to do that so I hope there's not a legitimate problem because it won't get fixed without logs. So all I can do is shrug... reread the post... shrug... shrug some more and then go on to something productive like finish up balancing these configs so I can release.
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@Kurtvw There's nothing here I can work with. How are you using 7.3.2 with 64 bit? How do I interpret that? It's not compatible with any 64 bit Win client (unless DRE is hacked) and it's not compatible with KSP 1.1. Is it Linux? I have no idea what you're using it with.
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
I will confirm that the version of Animated Decouplers that I posted (aka 'the dropbox version') works with the latest build of KSP 1.1 I also confirm that the version of Animated Decouplers built for KSP 1.0.5 will NOT work with KSP 1.1 -
A few "low-hanging fruit" suggestions
Starwaster replied to Wyzard's topic in KSP1 Suggestions & Development Discussion
That is definitely not true and it is not cool to come into a forum thread whose very purpose is the making of suggestions and tell people that they should just do it themselves. No matter what your personal opinion on the matter is. -
Why isn't this a sub-orbital flight?
Starwaster replied to acerola's topic in KSP1 Gameplay Questions and Tutorials
Missing vital information. Look at your contract window. Do you see that thing that says [+]Note: ? Click the + and see what other information it displays. It may have other conditions that must be met. -
I get the same thing. Everything except the centrifuge is functional. Obviously its colliders have issues, and AFAIK his next release is going to be all new parts with a brand new versions of the centrifuge and FLAT.
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Glad to hear you solved your problem! Enjoy. Some people are more easily upset than others I guess. Do you know how long I've been sitting on that image without using it? You'd think a modder could have some fun once in awhile but I guess not
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Dammit.... can't believe I did that... Download this and replace the one in your DeadlyReentry folder with it: https://raw.githubusercontent.com/Starwaster/DeadlyReentry/master/DeadlyReentry/DefaultSettings.cfg But if you've made any changes using the menu (DRE icon on the stock toolbar) then you'll have to manually change Crew G Min to 5. There's other changes that should be made for RO that are probably long overdue but I've only recently sat down and done a thorough math analysis of the numbers. For instance, Crew G Exponent is way too high for RO. Change that to 1.1 (the problem BTW is that this last version shipped with crewGMin set to 0 which means ANY amount of g forces are lethal given enough time)
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That is pretty unreasonable. I know the stock DRE numbers are a little harsh on RO/RSS but not to the point of dying at 3g. You should be able to sit through that all day and not suffer ill effects. (not necessarily IRL, I mean in the game) What version of DRE are you using? And could you post your ModuleManager.ConfigCache file please?
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I always want logs. Every modder wants logs. We can't do anything without logs
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It will be fixed in the next update. Which is done aside from going over new KSP 1.1 parts to make sure that they have their thermal properties properly set.
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If anyone is still on 1.0.5 and has trouble with settings not being applied or being loaded when restarting the game, redownload and reinstall: https://github.com/Starwaster/DeadlyReentry/releases/tag/v7.3.2
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Actually, I'm pretty sure that I'm not going to get any bug reports until after I'm sufficiently confident to do an official release, and even then not until after enough time has passed to lull me into a false sense of security Semi-serious response: Main goals before actual release are to fix the UI which broke in 1.1 and make sure that any new parts that require thermal tweaks are dealt with. (primarily the inflatable, which fell victim to a classic case of 'inflate its thermal mass modifier because we didn't know that low thermal mass shields can still protect from reentry even without ablator )
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Really? I was hoping to use them for aerobraking P.S. You think I'm kidding, don't you...
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The few times I've had to make odd (non 45/90 degree) connection nodes, I've created transforms on the model for reference points oriented the way I needed them and then copied the XYZ values to my connection nodes. Is that what you did with your transforms? Or did you use them in ATTACH nodes instead?
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It's still XYZ, it's just that Y represents the long axis of the craft. (which for rockets will happen to be 'up' and for planes will be 'front') It's still Cartesian, which doesn't specify which way the axes are pointing. That's totally arbitrary and depends on which convention you follow. It still follows right handed rule.
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The contract briefings...They suck.
Starwaster replied to cubinator's topic in KSP1 Suggestions & Development Discussion
Just so. Humor IS subjective. Personally I find them hilarious. Not everyone will or can no matter how the briefings are structured/restructured. So there's really not much point in complaining that they're not funny. -
The contract briefings...They suck.
Starwaster replied to cubinator's topic in KSP1 Suggestions & Development Discussion
^^^ This ^^^^ Seriously, people need to stop obsessing over the procedurally generated briefings. THEY ARE PROCEDURALLY GENERATED. Maybe a real briefing in a contract proposal wouldn't read like that, but they capture the same spirit of a bunch of blah blah blah that you would have to sit through to get to the actual details of the contract. -
Deadly Reentry V7.4.0 Pre-Release (for KSP 1.1 ONLY) KSP 1.1 compatibility and compile update. 64bit restrictions removed Like the description says, this is in pre-release only (meaning it won't show up in CKAN). Also, it is no longer restricted to 32 bit KSP client only. As long as the KSP 64bit client proves to be reasonably stable then there will be no such restriction. https://github.com/Starwaster/DeadlyReentry/releases/tag/v7.4.0
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Deadly Reentry V7.3.2 This is the update for 1.0.5 It features a properly functioning menu for tweaking g-force damage. Changes are saved to custom.cfg in the DeadlyReentry folder. Delete that file if you want to restore defaults. (which are actually saved in the DefaultSettings.cfg file; so don't edit that unless you want permanent changes) Download latest official: https://github.com/Starwaster/DeadlyReentry/releases/latest A pre-release DRE v7.4.0 will be released sometime in the next 24 hours for KSP 1.1. It will be left in pre Change Log Reimplemented menu. (reverted previous changes to get it functional again. Old menu duplication bug probably reverted as well) Fixed issue with settings changes not applied. Menu automatically writes changes to custom.cfg Moved g force settings out of ModuleAeroReentry to ReentryPhysics Added leaveTemp to spaceplane parts ModuleAeroReentry Tweaked Space Plane part configs Added missing gToleranceMult to default settings. (part G tolerance) Updated versioning info Removed deprecated config settings from code
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
SDHI has fallback configs if RealChute is missing. Animated Decouplers: https://www.dropbox.com/s/wmd9uqoq5j7akg9/SDHI-patch-1.1.zip?dl=1 Ignore that it says patch. Just unpack it to GameData. If it wants to overwrite anything then let it.