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Everything posted by Starwaster
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Looks too clean and sensible I saw a picture of the inside of the ISS recently and.... STUFF! STUFF EVERYWHERE! Clutter! Visual noise!!! And tape OMG SO.MUCH.TAPE. much too much too much... everything was taped over... speaker grill taped over... buttons taped over.... sockets taped over. Clear tape. Like maybe they're trying to seal it against spillage or something? Place seriously looks worse than my room.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Fork Real Chute Rename (as a new mod) to Cerebrate's Chutes (or whatever floats your boat) Respect attribution requirements Host as a new KSP mod Create separate thread in which you can post links, license and information. Be responsible for all support requests in that thread in which you accept or reject support requests as you see fit and make the criteria known up front. Have fun. And if you had done that beforehand without fanfare and without making Stupid Chris feel threatened you probably wouldn't even have had to throw the extra step in there of getting his permission. (though a heads up would have been nice) -
Sounds like you have a bugged version. Get the most recent one before KSP 0.25 came out or bite the bullet and update to KSP 0.25 and the very latest of Deadly Reentry. (this is the most recent BEFORE KSP 0.25 https://github.com/NathanKell/DeadlyReentry/releases/tag/v5.3.2) (you will want to set the densityExponent and afxDensityExponent in custom.cfg to 0.85 or you will die.) Oh and the rest of you, I'm having some trouble duplicating your problem with the chutes. I deployed at about 450 m/s just before shockwave dropped below ambient with the parachute multiplier at 0.0001.... Edit: Ok, I do see a problem in the code regarding deployed chutes and the shockwave.... but it's something that should affect both stock chutes and Real Chutes equally... one wouldn't be more resistant than another unless one had another mod altering Real Chute max temps.... I'll have to see about pushing something out to fix it.
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In the game (during flight) press alt+D+R. Increase the value of Parachute Temp Mult. Click save. Or edit your custom.cfg file and change @parachuteTempMult.
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I'm trying to wrap my brain around this but it seems like a logical impossibility... like having simultaneous Tea and No Tea. And about pure batteries do you mean you want to exclude them? If it has only electricity it isnt matched? But if it has electricity & something else then you want to match it... wow yeah, I think I'm with Sarbian.... I'm not even sure how to express that in terms that MM can understand.
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It might or might not have been because I was accidentally patching the same animator MODULE. (MODULE,0 for both) I just tested it under KSP 0.25 and it works fine. (except it's a spin reversal, there is no stopping the spin, apparently...?) (the config I linked to is corrected btw, download it again and re-test)
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I think I have this fixed for the next update. (which won't be for a few days, to give everyone a chance to catch their breaths) It seems like the raycast test was picking up the chute part in spite of sanity tests to make sure the part wasn't detecting its own colliders. Just to make sure, I also had it compare rigidbody to make sure that matched up as well... seems to be working so far.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Before you leave, do the responsible thing and get rid of this: http://forum.kerbalspaceprogram.com/threads/57988-0-25-x-Wenkel-Corporation-RealChute-Parachute-Systems-v1-2-5-07-10-14?p=1460254&viewfull=1#post1460254. Delete it. -
Impossible to troubleshoot an issue without a log file. Please clear your download folder of all prior DRE downloads, redownload and run the game again. If you still get that error then post your output_log.txt file. (found in the KSP_Data folder in your KSP_win folder)
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
i think you should go the extra mile and give them support if you're going to pull a stunt like this. -
Tried to initiate another download to see if I'd get any better speeds: Warning: session_start(): The session id is too long or contains illegal characters, valid characters are a-z, A-Z, 0-9 and '-,' in /host/www.kerbalspaceprogram.com/htdocs/lib/config.php on line 9 Warning: session_start(): Cannot send session cookie - headers already sent by (output started at /host/www.kerbalspaceprogram.com/htdocs/lib/config.php:9) in /host/www.kerbalspaceprogram.com/htdocs/lib/config.php on line 9 Warning: session_start(): Cannot send session cache limiter - headers already sent (output started at /host/www.kerbalspaceprogram.com/htdocs/lib/config.php:9) in /host/www.kerbalspaceprogram.com/htdocs/lib/config.php on line 9 Warning: Cannot modify header information - headers already sent by (output started at /host/www.kerbalspaceprogram.com/htdocs/lib/config.php:9) in /host/www.kerbalspaceprogram.com/htdocs/lib/multiplayDwn.php on line 11 Invalid Token
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And now we have nice looking stock parts. That we've already been playing with them a long time means NOTHING. I suppose I should be thankful you don't get to make decisions for Squad.
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It thinks it is shielded. That would probably mean that its origin point is too far inside its parent..... or perhaps because the origin point is actually under the collision mesh.... I'll try giving it a reentry aero module and assign an offset value to it.... .... hmmm......
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Probe Science config files (any version KSP)
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
I'm still downloading 0.25 so I can't say. I know of no changes to the science definitions that might invalidate the Probe Science configs though transmitting I can maybe see as being lower but a sample returned is a sample returned.... Not sure I can see a penalty on that. Maybe a small one to reflect lack of human discrimination in the selection process when finding things to sample..... but not to the point of being equal to kerbal sample transmission -
Woohoo!!!! I'm up to 24KB/s downloading KSP 0.25 now!!!!!!!!!!!!!!!!
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Don't worry, one of Nathan's final acts was to put us back on 'Original Recipe' It won't function on the Windows 64 bit version of KSP which has seen an increase of instability. Squad even warns that KSP 0.25 64 bit version is more unstable than it was in 0.24.2 And there's no troubleshooting that instability from a modding standpoint, it's just outside anyone's control until Squad can put out a stable 64 bit release . Mod issues were hard enough to troubleshoot in a 64 bit version of 0.24.x
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Yes absolutely YMMV. And a deciding factor in how it varies is whether or not one heeded the advice of one Kevin Starwaster. reentry too hot? Bump those densityExponent values up. Put them at 0.85. If you feel too comfortable there then drop them a tad.
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I'm using it in 24.2
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No it does not work that way. A vessel is either in one SOI or another. Parts do not independently exist in an SOI by themselves.
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http://i.imgur.com/kNIBCdR.jpg?1 This particular run had an even LOWER pad TWR due to an added reaction wheel. The burn up is destroying the entire LES and RCS jets just after this pic So.. I like it at .85. My crafts survive ascent. But... a FIERY sub-orbital flight? Idk... Tweaking the flames can wait until actual thermal issues are dealt with thanks gor for the info and fedback
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Nope. It's too far behind the shield to be protected. It's pretty much sitting in a plasma of 2000-7000 degrees Kelvin. (depending on stock or RSS and depending on what planet you're at) And realistically, the chute should probably be shredded at the velocities that I think a lot of us would open them up at, stock. In fact, maybe look for a future version where chute durability is taken into account (especially with Real Chute which has different materials like nylon or kevlar) Ok I am saying this outright, stop playing with the default densityExponent of 0.5. It doesn't work. I've been saying for a few pages now I think that people should increase it, even back up to its version 5.2 value (0.85) Nathan has increasing it to 0.85 will put heating to about 5.2 levels. (not quite though because heat is being calculated a little more realistically. (edit: deleted the last part; maybe he didnt say that...)
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Guys (and guyettes if there are any) Obviously this last release has had some problems, including some persistent balance problems.. There's two issues right now: When flames appear. How quickly parts overheat (too fast apparently) The first one is the least important and has nothing to do with whether or not a part is overheating. It represents plasma and is the air itself being heated and will show up very early in a reentry. Yes it also shows up on ascent and too early apparently but it has nothing to do with parts overheating and that needs to be distinguished. Point #2 is the more important issue and when giving feedback, the following should be provided: Velocity Altitude or air pressure / density If using Real Solar System class shields or not Stock sized Kerbin or Real Solar System (and which set of configs if not stock RSS) If you've adjusted the default settings, what did you change and what values.
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incorrect assumption. Running out of ablative doesn't mean the part should then explode. It still has a max temp that needs to be exceeded. The shield's max temp is usually higher than what it protects. And given the majority of complaints are things burning up too easily I don't think there's still a problem of things being to easy. @tidus. Not odd at all. Some parts lack a directional vector because their shield protects omnidirectionally
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thanks for the feedback. Can you give numbers on the heat experienced?
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