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Everything posted by Starwaster
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Starwaster replied to KillAshley's topic in KSP1 Mod Releases
KillAshley, regarding the temperature issue: is Real Solar System embedded in this somewhere? If so then it needs to be updated to the latest version. There were some issues that affected temperatures around planets that were fixed in the latest version. I totally forgot about that before (which is weird because I'm the one that fixed the problem in RSS) but it sounds like that is the issue. (the issue being that if temperatureCurves are being added then certain CelestialBody fields need to be set to 1 or it will result in no temperature or very high temperatures for certain bodies) -
If this were Facebook, your post would be known as 'Vaguebooking' If you're having trouble, say what it is clearly and concisely. Are you crashing? Or is the program hanging on loading? Or is it neither crashing or hanging but you just aren't seeing the savings you hoped for? What? Edit: If you are crashing or hanging, post your logs. If you don't know where to find your logs then read this thread: http://forum.kerbalspaceprogram.com/threads/92229-Melificent's-Guide-To-Finding-Your-Logs
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No, nothing I can do on this end. They must have some really screwy temperature curves in the Kopernicus configs that's doing that.
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[0.90] EvilCorp Kerbanomics v0.1.8 - Kerbal Payroll and Loans!
Starwaster replied to johnqevil's topic in KSP1 Mod Releases
You're using Update()? For something like this you're better off using FixedUpdate() which runs at a fixed rate. (0.02ms). Update is dependent on graphics frame rate and is best used for graphics, GUI and some control input setups. -
Not all of a stack mounted tank's volume can be allocated to tankage. Some of that has to go to structure so it can support the stack.
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@funk, your config is probably breaking the heatCurve outright. There's errors in that. I'll go over it in more detail later. @LastStarDust, it's only been asked (at quick count) 69,105 times so don't worry about it. First, 2km/s is just not very fast at all. If you want it deadlier you can try increasing heat multiplier or decreasing density multiplier. Be careful. Like I said 2km/s is not very fast and if you make things really hard at those speeds you will find ascent very difficult not to mention Mun or Minmus returns which are over 3 - 3.6 km/s another cause though is the alternate density setting. Turn that back off; used improperly (and NEVER with alternate heat model) it could make things too cool. I should have thought of that first.
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Telling him to 'take a chill pill' is overreacting. Can't he say he prefers manual without acting like he's freaking out? it's his sandbox. Let him play in it his way.
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This begs a backstory to explain (or handwave) the pictures.... Jebediah is... inspired by Bill? But he MURDERED him??? And apparently Bill sensed something unsavory about Jeb before hand because he was terrified. And the crew found Jeb innocent... (what, are we doing field courtmartials?) The only mitigating circumstances I can think of is if Bill raided Jeb's snack stash. That's the only thing other Kerbals might empathize with to the point that they let you off scot free of murder....
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[WIP][1.0.2] Black Sky suborbital rocketplane V0.30
Starwaster replied to AndyMt's topic in KSP1 Mod Development
The URL http://www.wearspaceship.com/ doesn't go anywhere -
FIX: Dock / Undocking Bug in 0.23.5
Starwaster replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Another suspect is an error in generated GameEvent events. A few of those are fired every time a ship docks or undocks and if an error occurs at just the wrong time it can halt further code execution in whatever was responsible for calling it. A prime example of that is the 'spaghetti' craft that strikes people occasionally. If an error happens during GameEvents.onVesselGoOnRails then every part on the vessel that was processed before the error is on rails while the part that it occurred in, and every part afterwards is off rails. (i.e. half the ship is still physics enabled. Which is also why it never happens during a physics time warp) -
Actually, depending on the parts, stock aero could be a definite problem. You know how we usually say that it has too much drag? (to the point that some people like to call it 'soup'?) Well, the Winglet and ModuleAerodynamicLift modules have way too little drag. You know what ALL the Mk2 parts (EVEN the fuselage) use? Winglet and ModuleAerodynamicLift. Seemed like a good idea at the time, except that parts utilizing those modules override the normal KSP drag and implement their own. Which is fine I guess but the drag assigned to them is way too low. I tried to do a reentry with spaceplane derived from SPP Mk2 parts and the wings burned away leaving me with the cockpit and the passenger module with 3 terrified tourists. And it dipped down to 20km.... and then sailed away back into space having lost only 250 meters of altitude due to drag. - - - Updated - - - I don't have an actual pull request from him. There was some code samples he posted but I was so busy with the work I was doing on the new model that it fell through the cracks. Edit: And.... what Bac9 was proposing is a little different from what Darth Gerbil is proposing. He's basically asking for a way to add ablative shielding to parts that don't have it. Which isn't in and of itself a bad thing except that I don't think it's a great idea to add it to large vehicles such as space planes (for the reasons that Maeyanie already cited) In the case of the space plane parts, it's a bad move to add shielding to something that already has it because then it's going to drink in twice the amount of heat But thanks for reminding me about Bac9's code samples. I'll revisit those though I wonder how much point there is to it since in the (proximally indeterminate) future I'm thinking a huge portion of DRE is going to be gutted when KSP 1.0 arrives.
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It's not technically impossible but it's not something I'll be doing. And a large ship can be slowed down sufficiently but you have to learn how to fly a reentry that will do that. That means a shallow entry that's going to take at least half the planet's circumference instead of a quarter. (or maybe more than a half) And if lift is going to cause an overshoot of the runway then you'll want to do shuttle styled S turns to bleed off some of that speed sideways. Finally, air brakes. B9 has them and there's a set of shuttle styled wings with a tail rudder with built in air brakes. (needs Firespitter). I don't have a link for the shuttle parts but the airbrakes will definitely help slow you down. (in fact they're actually a bit overpowered IMO)
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[1.0.x] CrewQueue - Crew Rotation and Vacations
Starwaster replied to enneract's topic in KSP1 Mod Releases
Maybe we could also petition Squad to add a GUID to the Kerbal's data and track by that. It'd be one more thing to add to 1.0 -
I don't know as I'm not familiar with Remote Tech's code base or API. I'm a bit skeptical of the utility of implementing this though because communications blackouts only affect ship to ground communications. If they're manned it doesn't matter if they can contact the ground or not does it? If it's unmanned, what would the consequences be if the probe can't radio the ground? And if it's to another planet then the overriding deciding factor would be if there were any intervening celestial bodies. (again, because the plasma sheath doesn't block communications through the top) Possibly but I'm not really sure what's being asked for her. How and when would this be used and why?
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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 don't even think Real Heat is in a state that it needs heat shields yet... it doesn't have its own nor does it make use of any of the ones from DRE. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Sweet!!!!! Also, I see what you did there with the version # jump -
Weird, I don't see him... and I've started and restarted KSP over a dozen times today. Well, maybe next time. EDIT: Well well well... https://github.com/sarbian/ModuleManager/blob/master/moduleManager.cs#L209-L239 So why don't I see the Nyan cat?? Maybe I haven't updated my MM version..... or maybe I wasn't paying attention.....
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I think Real Fuels can do that even without KCT installed. (I've seen it happen and I don't have KCT at all)
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That happens if you open it in the editor and close it again. Remove it from the craft and put a new one on and don't open it.
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No, it shouldn't break anything unless there's an error in the math used to construct the scale numbers.