Zardiz
Members-
Posts
27 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Zardiz
-
Like Pestilence, I am one of those guys too. In fact I'd go and say I would have NEVER gotten to the point where I am now without MJ. And I have learned soooooooooooooooooooooo much about everything space travel related playing this game its not even funny..even though I will never gain anything in real life with this information and knowledge, I may impress someone here and there ^^ The fact of the matter is, I almost gave up on this game because it was brutally hard to learn to do anything cool....or do anything, when I started. MechJeb allowed me to get to space the easy way, even though I now dont use the lander autopilot or any autopilots, this mod alone teached me more than any youtube tutorial or HowTo post, just enable and observe was what I did, I learn the best that way. I owe it to this mod that I still play it today, and in fact without this mod and that it enabled me to enjoy the game while learning, I would never have bought the game (yes im one of those who pirate & buy later, sue me). Take a moment and smile. And keep doing what you've been doing. It matters, even though its harder to see sometimes. And thank you for MJ and everything else <3
-
Love the mod, long time user but x64 3.06 is not stable. Causing crashes during faring editing and instantly when you press launch.
-
Also to add, when the above "disappearance" without refund or report of status happens. It sometimes zeroes the fame, money and science you see while flying. But they are all still there when you go back to the space centre. (again, no RealChutes, I do have FAR)
-
Yeah, I am able to replicate the disappearing 100%. I have simple setup of modular segment I let go (no parachutes) , and then drop my main tank with chutes, the segment registers a hard hit. But once the main tank hits 2.5km distance, no log of land status, no refund.
-
Right now I am having very unreliable results. It sometimes does not refund anything. With no message at all (v1.0.8). I have FAR. No other mods that could conflict far as I know. Also, while it may be trivial to some, there is no install guide on the OP. Like this little mod but having trouble getting it to work it right now Edit: typo.
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Zardiz replied to ferram4's topic in KSP1 Mod Releases
TWR with max is 2, not with 2/3. Well I guess I am uncabable of lauching small things anymore, as I described, the bigger one is 100% uncontrollable after I attempt to start the gravity turn. I still fail to understand why I've never had issues before.... I apriciate the tips, but I think I will disable this until I have the need for bigger payloads in general since I've never had issues like this. EDIT: goldenpeach, cant say im using the same craft, but as I explained, I am experiencing issues I've never faced before with FAR. Yeah Ferram4, I understand that. But after hours of trying different things, I dont know what to say...- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Zardiz replied to ferram4's topic in KSP1 Mod Releases
To start with the faring issue, its farings from KW, expanded 3.5 Model, at least visually they all detached proerly. As I was unable to find any cause for this I decided to remove FAR and this didnt happen anymore. TWR is about 2 at launch, I start the gravity turn at about 5KM -170 m/s - with 2/3 throttle, starts out ok if im reeaaally careful, but as soon as I try a bit more steep angle of attack, it flips over instantly. What im launching is simple science vessel inside 2.5 faring. My first model is a bit bigger (same cargo) just more Delta-V (extra stage), that one was a bit tall so I removed the bottom stage but pretty much the same issue. I've used your mod for ages now, it feels like the aerodynamics are on some aggro mode compared to past experiences. I dont know, I've put much bigger cargos up before without issues (Interstellar's reactors), but today, I gave up trying after hours of trying to find out what can cause the bigger ver. behave totally uncontrollably, scale down and find out its not the craft, but something else. Sigh.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Zardiz replied to ferram4's topic in KSP1 Mod Releases
Seriosly? is no one else having issues with this mod right now? I cant even get into orbit anymore with this mod installed. Already before 23.5 I had bug where faring removal in space caused some magical force to totally mess things up, like all of sudden my gimbal was locked during circularization, but only after the farings were removed o_O, that bug went away somehow. Now I cant even do gravity turn without all hell breaking loose. I've never had this much trouble with this mod to be forced to just remove it to get my stuff in orbit.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Great to hear you know whats causing it! And regarding the animation issue with IR, there is indeed so many mods right now that are in void between game versions, just waiting for 23.5 / 24. I was happy to see you updated your other mod (that I have been using for months, fixed the most annoying part of it always being visible and not remembering where I place it). Think we have to wait for that code-rebuild of IR to properly adress this I guess?
- 1,353 replies
-
- edit actions
- actions
-
(and 1 more)
Tagged with:
-
Ah, sorry. I meant simple action group setup. I put solar panel toggle to action group 9 for example. I dont have such mod installed that enables that. I also found out that it only happens when using symmetry. This time it also didnt totally cripple KSP like before, but still....well, I made tube clip what happens.
- 1,353 replies
-
- edit actions
- actions
-
(and 1 more)
Tagged with:
-
Alright, I was able to replicate this on new craft as well as I was hoping. Sadly it appears to be wider issue than just IR, I was able to replicate this with any part. Simply binding key to something, picking up its root part and try to place it again, and all hell breaks loose Addon works flawlessly if you dont pick up the root part, laucnh the craft and bind works. Is there any futher info I could provide?
- 1,353 replies
-
- edit actions
- actions
-
(and 1 more)
Tagged with:
-
I have encountered some bug with this add-on, I suspect it to be compatibility issue with Invfernal Robotics parts when moving a part that have existing action groups binded (I did NOT confirm the bind part, but it was IR part), you can pick that part OK, but as soon as you drop it or try to place it as part of the craft, the bug appears. Could this be possible? I have alot of other add-ons too. The game starts a loop of non-responsivness. It does not crash, but becomes unresponive for 15-20 seconds, then recovers and instantly becomes unresponsive again, and you are forced to close KSP.exe If there is a way to debug what is going on? And it would be helpful for futher development, (LOVE the idea of the addon! but as of right now I cant use it) I am able to reproduce this if you want more information.
- 1,353 replies
-
- edit actions
- actions
-
(and 1 more)
Tagged with:
-
Relocating on Mun (or anywhere else I guess)
Zardiz replied to Zardiz's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the replies! and yeah, rovers are boring ;D I did mean with rockets Hmm, alright, seems like the "hopping" is the most used at least -
As someone said indeed, the fact that this is just listed as alpha is not enough imo. There needs to be information laid out to people that there is big performance issues with structures extending over X parts, on most machines and nothing you can do about it. There is another game that's much earlier Alpha than this that I have too, and its to point where, while I would love with the bug hunting and stuff like that, it runs so badly on my PC that its just not enjoyable at all (Maia is the game btw)
-
Is there a way to combine craft in the VAB
Zardiz replied to Kerbface's topic in KSP1 Gameplay Questions and Tutorials
Yes made it clear now, thank you for taking your time to explain! much appreciated -
Is there a way to combine craft in the VAB
Zardiz replied to Kerbface's topic in KSP1 Gameplay Questions and Tutorials
Thank you for a reply and explaining this, I understand what you mean but still have no clue how to plan this so I can use separator as the root. How exactly you do that? Been trying just with few parts, and only way I've now been able to do it is to use radio controller as the root, then add separator above it and continue like that (and what I want to do, I can continue from there) but how to use that separator as root I havent figured? -
Is there a way to combine craft in the VAB
Zardiz replied to Kerbface's topic in KSP1 Gameplay Questions and Tutorials
Can someone kindly explain what on high heavens I have to do to make this work? I am about to rip the little hair I have off and send that into orbit with the power of rage... It will complain about every configuration I do, no free subassembly node, yet one test I made was had at least 20 of them all over, yet P#)(%/=((/%"#¤ing keeps saying it. I can save it upside down...but what bloody good is that :| Do I have to redesing all my s**t upside down to use this?