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Everything posted by Starwaster
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savefile version has nothing to do with that or save game fixer. savegamefixer is a (hopefully) obsolete part of MM that fixes problems resulting from a part in a save file having its PartModules in a different order than they existed in the part's prefab. It had all kinds of fun side effects ranging from 'none at all' to your ship hanging motionless in orbit because time refuses to advance.
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Looks like the stock wings dont have protection... never noticed that because I use B9 or SP+ wings....
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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
Does this happen with a newly constructed craft? No pre-existing crafts; the update cannot fix them. No pre-existing craft files; if you have a pre-1.2.2.2 craft file you must edit it and replace each RC chute with a brand new one from inventory. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Delete the DLLs at Klockheed_Martian/plugins and try again -
Modular Fuel Tanks / Real Fuels are optional. You should also let others decide if your logs are useful or not. That said, it's probably a low memory issue. Try the Active Texture manager mod: http://forum.kerbalspaceprogram.com/threads/59005-0-24-Release-3-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs%21
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That's a little beyond input or feedback, it's kind of snarky. Implying that the title shouldnt indicate 0.24.2 compatibility because it's not working for you. That's the only thing that's clear. It works for me. Works for Sarbian. Works for a lot of us. Maybe the problem is on your end and you need to start providing relevant information such output_log.txt or player.log (if Linux or Mac) but NOT ksp.log. OS and which KSP build (32 or 64 bit if relevant) and also if it's a dev build and which one or if it's the latest version from the OP. Sort of. There's an option to intercept at chosen time where you tell it when to burn and when you want to be there. And it will put you there at the chosen time. However, it wont handle braking. Not sure when braking should happen in a brachistichrone trajectory but you need to handle that part. Also it's up to you to choose a proper burn time for optimal fuel use. that might take trial and error. The intercept option wasnt meant for brach. burns but it can do it if you massage the numbers right.
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Then pick any angle you like. It's still going to be a lot gentler than an actual return. If it's stock you're almost 1km slower than a Mun return would be or 1000 degrees cooler.
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Nathan, launch clamps are replenishing SRB solid fuel on the launch pad. Ordinarily I'd never have noticed or cared, but Career Day has me testing sepratrons on the launch pad so I improvised a test stand with probe core, sepratron and and clamp. I could not shut them off.
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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
Re: the heat shield, I had a similar problem but it was not during launch. I had gone to the Mun's SOI, accidentally switched to a piece of debris. when I switched back, the Mun 'left me behind'. I couldnt find the ship. I removed the KMBuoyancy module from the heat shield and reloaded the game and was able to switch back to that ship normally. So those of you having trouble with the heat shield, instead of removing it outright, try removing the plugin behind the inflatable ring as was suggested before. -
Forgive the double post but I figured it's best to separate mod news/proposals/stuff from other stuff. I keep saying I'm going to make a minimalistic config but I keep not doing it (mostly for good reason, I keep getting my attention diverted by other stuff, like bug fixing, other mods that I contribute to or adminster, etc) So this is the very VERY preliminary minimal config. Work in Progress. Don't try to use it yet because other parts are not configured to provide the resources.... or the recycler set up to recycle the waste. Also, I think your Kerbals in existing craft would very much be in trouble if you sprang this on them. Or they might actually NOT be. I have to test that on myself first. But even the configuration below for ION_SUPPORT_RESOURCEs are saved to a save game, so as long as the resource dependencies are intact, it might properly load the config. Craft file would probably have to be edited and crewed parts removed and replaced with fresh parts from 'inventory'. As you can see below, what was CO2 is replaced 'Waste' and its accumulation is non-lethal. What will happen is that the crewed parts won't even have room for it; it gets tossed overboard. (BAD KERBALS.) However, if a recycler is present on the ship then it gets sucked up by the recycler and some of it turned back into LifeSupport. ION_SUPPORT_RESOURCE { name = LifeSupport GUIName = Support ratePerKerbal = 1 causeDeath = True killRollInterval = 900 // One quarter of an hour killChance = 0.1 evaAmount = 0.25 evaMaxAmount = 0.25 } ION_SUPPORT_RESOURCE { name = Waste GUIName = Waste ratePerKerbal = -1 // Adjust this! Not all can be recovered causeDeath = False // Accumulation is not lethal. Only purpose is to be recycled. //killRollInterval = 600 //killChance = 0.1 } ION_SUPPORT_RESOURCE { name = ElectricCharge GUIName = Electricity rateBase = 0.00277778 ratePerCapacity = 0.00138889 causeLock = True } ION_POD_COLLECTOR { generatorName = ResourceCollectors generatorGUIName = Resource Collectors minAtmosphere = 0.5 isAutomaticOxygen = True hideStatusL2 = True hideEfficency = True hideOutputControls = True hideAtmoContents = True OUTPUT_RESOURCE_OXYGEN { name = LifeSupport rateBase = 0 ratePerCapacity = 0.0 effectOnEfficency = 0 } OUTPUT_RESOURCE { name = ElectricCharge rateBase = 0 ratePerCapacity = -0.00005787041 effectOnEfficiency = 0.9 } }
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That is not going to work. There's nothing that stores the original values for techRequired/category so there's no way to reapply it later unless you have individual configurations for each part which for all practical purposes is not possible given the number of parts packs out there. It makes no sense to blanket disable everything then go back and do everything but the thing you really wanted to target. The only practical method is a set of configs that targets each Squad part individually by name.
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And it's a valid opinion. The thing is, that what I'm talking about now and the minimalist approach are both possible via plug and play config files. Some things are semi-hard coded by Yongedevil set this up so that you could do quite a bit with different configurations to drastically change the flavor of the mod. So you could just drop in a different config totally optionally and have a different life support mod.
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You're on stock Kerbin? You're only receiving about 1/3rd of the reentry heat that you would on Earth. From that perspective, yes it's normal. The first post has instructions for increasing the difficulty if you want a harder time. Or install Real Solar System. That should be dangerous enough for you.
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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
now that you've verified that you have the same problem by duplicating the original circumstances it occured in, have you tried Sumghai's suggestion to remove the KMBuoyancy modules? If you need helpmdoing so please let us know. At any point have you tried rebuilding the craft or at least replacing the parts giving trouble? Sadly fixes are often not backwards reaching and preexisting craft or craft files may still have trouble. -
[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
You can configure it to cover multiple meshes.. The large drop tank was three meshes for the reflective parts. two domes and the center. -
[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Well that might be a problem then because it's going to be awhile before I can try KSP on a 64 bit system... but I put together an experimental version, I just tested it for an hour or so flying a ship with reflection to different planets and it feels smoother to me on my Mac but someone's going to have to try it on a Windows system, 64 bit, so we can see how it behaves there. This is lacking the embedded shaders that that the current one has but that's hopefully not a problem. It depends on if Squad stripped the Unity shaders out of the last build. At the very least they've left in the Reflective and Reflective Bumped. The other thing is that there is a minimum of a 5 second delay between reflective rendering frames even if real time reflections are enabled, but that also shouldn't be a problem because I doubt anyone is trying to do real time reflections with this. So, try this out please and let me know how it does: https://github.com/Starwaster/Reflection-Plugin-Continued/blob/Dev/ReflectionPlugin.DEV.VERSION.zip If you have the reflection plugin in any other folder in GameData, make sure to delete it, or copy the DLL in the one above over the old one. (other modders really shouldn't be putting the plugin in folders of their own creation but they do and there's definitely some opportunity there for trouble....) -
[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
On 0.23.x, did you ever have occasion to run it with the 64 bit hacked version? Have you tried it on 32 bit 0.24.x? (for comparison purposes) I'm trying to see if I can get a new version built but it involves embedding resources (missing shaders) and I'm not set up to do that with MonoDevelop. I assume it can be done but I haven't done it successfully. Without the embedded shaders, it will fail if trying to use a shader that has been removed from KSP (because they're stock Unity shaders and not KSP shaders) I could try pushing an unembedded version that renders less often during timewarp. (I think I know what's going on there, I know there's some loss of performance but it didn't seem very bad before)