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KSP2 Release Notes
Everything posted by Starwaster
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The unofficial unsupported build for KSP 1.3.0 has been moved to its own release and marked pre-release to prevent CKAN indexing. (the existence of two downloads is confusing CKAN since it apparently only looks at one of the download links and it's not the one I wanted it to see) The new location is: https://github.com/Starwaster/DeadlyReentry/releases/download/v7.6.0-KSP-1.3.0-beta/DeadlyReentry_7.6.0_for_KSP_1.3.0.zip Just to remind you, that is not a normal DRE release and it requires you to have the official 7.6.0 release for KSP 1.2.2 installed FIRST. Then you download the file linked to above. Then you unzip or otherwise open that zip file. You will find a single file, DeadlyReentry.dll. You will copy that over the file contained within GameData/DeadlyReentry/Plugins A further reminder: This is only being provided as a courtesy to players who wanted to play KSP 1.3.0 but still want to have DRE. This release is unsupported in every way that it is possible for me to not support it. There will be no support for KSP 1.3.0 until I release an actual official release for KSP 1.3.0 and I won't even be able to do anything with bug reports for this build because such reports will become outdated as soon as I start development for the next version.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Starwaster replied to Nils277's topic in KSP1 Mod Releases
You know what would be cool? Is if those thrusters had animation swivels.. -
LOL, the only time I ever had to do that with a part, it was intended for a ship using NTR and the tank only had LH2, so the math was real easy on that
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The issue with underscores is with named parts and is similar to the issue with spaces only not as bad and it doesn't affect Module Manager at all. Instead, if you try to reference a part by name, you have to use dot instead of underscore because KSP internally converts it and saves it that way. For instance, you want to see if a particular part is accessible to the player (has researched it) and the part were named "some_part" in its config, you would have to refer to it as "some.part" in your code. But it doesn't crash anything and, again, doesn't affect Module Manager and in a MM patch you would still refer to it as "some_part"
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The engines will actually normalize the ratios themselves. Configuring the engine with volume ratio of 0.3104732691 - 1 ratio is just as valid as 0.2369169035 - 0.7630830965 and both will result in the same mass flow in the engine. Not sure what you mean about tanks since all you have to do is click an appropriate button in the VAB and they autoconfigure the tanks according to which engine you're selecting. Unless you're talking about writing a pre-configured tank file or something similar?
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[1.2.2] Deadly Reentry v7.6.0, June 9, 2017 (The Ariel Edition pre-release) It's even in the title.... See that tag in brackets? That's universally accepted to mean that the 'supports that version of KSP' followed by the version of DRE doing the supporting. That's what that means.
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It HAS come up before and and you need DRE 7.6.0
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
Things that you attach to animated parts don't move with the animated part when it extends. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Starwaster replied to Nils277's topic in KSP1 Mod Releases
Turn off snapping (Toggle Snap) And rotate the ladder with W/S -
Mysterious Disappearing Vessels?
Starwaster replied to JStevenson's topic in KSP1 Gameplay Questions and Tutorials
I don't believe that, about the game deleting anything other than debris. It's probably user error. I once experienced one of your anecdotal situations, where the game deleted an entire functional service module that I had left up in a parking orbit around Duna while I explored the surface. There was nothing wrong with it, it was a perfectly serviceable craft that was basically a huge tank of LF+O with an NTR (this was basically stock; no Real Fuels. Quite a while ago) and some solar panels, a monoprop tank and a Sr docking port. I totally did not think of it as debris but it was so marked because it didn't have any manned pods or a probe part or anything else to mark it as anything other than debris. And while I as on the surface, I exited to main menu and turned down the max allowable amount of debris. And eventually came back to my Duna mission, launched them into orbit and then starting hunting around for the service module so they could dock up and return to Kerbin. And of course, it was gone. I too wondered if it had been some kind of bug and said to myself that maybe the game got too aggressive about garbage deletion. And I went into the VAB to spawn another ship to send to Duna to rescue the Kerbals there. And discovered after removing the crewed components that I couldn't control the craft at all. I had THOUGHT there was a large probe control part but of course there wasn't. It was just a Sr docking port, a large tank, some solar panels and an NTR engine. In other words: Debris. Not to me of course, it was perfectly serviceable in the capacity that I had originally designed it for as it hadn't been originally designed for autonomous operation. So that's probably where your anecdotal cases come from. It's just that I recognize the PEBCAK and own up to it.- 8 replies
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Actually, never mind
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Are you only checking the spin rate in the VAB or does it happen in space or the launch pad too? You can slow it down by adding animSpeed to it and set it to something like 0.5 or 0.25 (half and quarter speed)
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Starwaster replied to Nils277's topic in KSP1 Mod Releases
I think sometimes it's ok to prioritize aesthetics... If it really matters the part can be flipped upside down and still fit right can't it? Thrust transform would be a problem but that's solvable... -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Hey I've done it a few times. Understand though... not on purpose. But it's not fun watching your lander bounce and roll its way across the munar landscape... shedding useless parts of itself each time... you know which parts I mean... landing legs.... engines.... life support tanks.... until finally all that's left is the cabin. Wondering if THIS bounce is going to be the one that smashes it to bits or if it will finally come to rest so that the crew can crawl out in a daze. Oh well, any landing you can walk away from... right? -
Yes but this is the first time that outdated plugins crash KSP as expected behavior. Previously, the worst that would happen would be an older plugin throwing exceptions because classes or methods it depended on changed or vanished. As things are now, plugins that aren't recompiled for KSP 1.3.0 and have parts with modules from that plugin crash KSP every time.
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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
Ok I missed the last bit about it saying it was safe to deploy. But.... lithobraking? No.... -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
600 m/s? That's about Mach 1.8 Thats the upper end of parachute technology. Failure sounds about right. How are you still going so fast 2km up? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Not really; you are paying for it with extra mass. Material density is taken into account and mass adjusted for the part as appropriate. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Starwaster replied to Nils277's topic in KSP1 Mod Releases
Sure, no pressure! But, I can't say the same for Colbert up there... looks pretty impatient -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Yes, you can configure any chutes to use any materials. No, I'm not confused... but are you sure you're not confused? When Real Chutes is installed there are at least THREE chutes parts which are configured with drogues and are set to material Kevlar. It is this material setting which determines safe opening speed Two are stock parts that are listed as drogues and made of Kevlar. The third is an RC part that has two chutes, one nylon and one Kevlar Just because you placed a chute part and changed its chute type from from main to drogue does not automagically give it enhanced thermal resistance. You must change the material, which is why I deliberately specified kevlar with regards to safe opening in my example. All the drogue setting does is determine what calculations are used for diameter, so you can specify what speed you want the chute to slow down the craft and at what altitude you want that to happen at. But it doesn't do anything else with regards to safety. That's all in the material. Edit: Correction, the drogue chute parts mentioned above not actually configured with the drogue setting, they're just called drogues and have the kevlar material. Not sure what speeds they actually slow down to at full opening. Probably comparable to a drogue but AFAIK not actually calculated with the drogue setting. Or maybe they were calculated for some specific target speed for some unknown mass but they're set as mains