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Everything posted by Vorg
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I'm giving this mod a try and with a plane in flight, it flashed. I clicked, got a popup about doing an EVA but not in a safe place since I was only a few k off the ground. Now while debating on deorbiting a boched craft or sending it on a training round, I get the flash again. It has a button saying EVA report (this was while I was in the map view). Was promptly switched to a kerbal now outside the ship. After some expermenting, I found it is EVAing an engineer instead of the scientist. Shouldn't the Scientist be the one to EVA to get bonus point? Also, on a side note, I'm noticing some kerbals, other then Jeb, when EVA'd ether by the mod or manually (and I saw this before I put the mod in also), don't appear on the latter. Instead it's as if they where tossed out of the ship and they go flying, sometimes to the side and sometimes fast falling behind as if wind ripped them off (while in a 100km+ orbit).
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So struts now have a number of specs and some VERY high impact numbers (450/ms for one of them). But what can a given strut really take and how much mass per strut can a given type handle? I tried googling and asked in IRC. Is there any data on mass range per strut for a strut type or realistic impact numbers? I really don't think your craft would survive a 400m/s landing just because it has those struts under them. The craft would rip apart at the very least.
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They already all have the same last name, so what would be wrong with their middle intl being their specialization? Maybe they earned it through schooling like "Dr." I agree, their skill level should look more like a title then a military rank.
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currently, it looks like the only places you see what job a Kerbal has is when moving them to the ship in the VAB or looking at them in the pilot lounge. When in flight and looking down at their windows in the lower right, you just have to remember which is pilot, etc.,. It would be nice if say their middle initial was there job, so a pilot would have P and Bob who in my current game would have an S for scientist (Bob S Kermen). Then add a number the end or R# for their rank (skill level). That makes it a lot easier to quickly glance and see who to send out on EVA for Science, or who to send over to repack the shutes or fix a flat.
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What I plan to do, maybe not the smartest, make a rover with a lab and other parts and then rome the moons using the lab to reset the other stuff.
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Unresponsive Kerbal after rover crash
Vorg replied to LordFerret's topic in KSP1 Technical Support (PC, modded installs)
I had a kerbal get pinned between to craft while EVA and did not respond for several seconds. Maybe the seacretly added kerbals getting knocked out? -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Vorg replied to DasPenguin85's topic in KSP1 Mod Releases
I tried to put 3 sats up at once. Each was a Box sat frame with a control module and 3 LFO modules. 2 box sat folding solar pannels, a radar from Scansat, Comtron 16, and 4 of the plasma RCS units and a pannel. Below that, the Boxsat payload box with 4 more plasma units, the LFO engine, a multi-spectral sensor, a KA-100 from Karbonite and 2 Z-400 batteries. Below that a TR-2V, then Clamp-o tron, FL-T200, 48-7S, TR-V2, TR-V1180C to bring them together. The craft is in equatorial and the first probe is to go in to Polar orbit. First thing I had to do was send up a second mission to swap out an LFO for a reaction module because of the balance problem throwing off the lower stage making it spin. Next problem I see is the batteries on the side don't seem to be used, but I seemed to have enough as it is in the sun though not full sun. Nether Engineer or MechJeb seem to see the fuel in the upper stage. Had a bit of a time getting zoomed inside the craft to click the control module hiding behind the panel for control from here because the game wanted to control from the clamp, but that didn't change the Dv report. Mechjeb did not auto stage and when I manually staged, it cleared the marker. After stating, Dv was still not being reported and the game only showed the engine stage, not any fuel even though the engine was on. The probe ended up too low after the partial angle change with not enough time to correct it. Mech Jeb also complained about trying to set the AP higher then the current altitude when all I really wanted was for it to quickly set up a node raise that side of the orbit back out of the attmo. Didn't matter if it was AP or PA after the burn. -
Engineer skill level - not allowed to do anything
Vorg replied to lextacy's topic in KSP1 Gameplay Questions and Tutorials
Hmm that changes things for my plans. I put a ship 4 kerbal in Kerbin orbit and did a few other things to give them a chance to make a full orbit. Then was going to send them to Mun, land, plant flags, go back to Kerbin to meet a fuel ship, then to Minmus to plant 4 more flags before sending them home. Guess I don't need to do all that. -
Life Support - Discussion and Comparison (updated 11/29/2019)
Vorg replied to linuxgurugamer's topic in KSP1 Mods Discussions
I Don't have a problem with a LS mod that requires oxy, food and water and requires removal of CO and other waste. What I don't want is to for some reason not be able to get a supply ship to some remote base or something else go wrong and all the kerbals die. Better if these little aliens just go into some deep hibernation until the problem is fixed. If it's something really critical like air, then just require some way to wake them up, like needing to manually pop open the solar panel if you forget and run out of power. -
Don't know about Scansat or any other mods being up to date. I I depend on AVC to monitor that. I know it only list 15 mods when there are 26ish. Would be nice if something along the lines of AVC was made stock to help with keeping mods in line and up to date. The other updater based on Debian design seems to complex. I mess with linux for my VDR and it can be a real pain getting the dependencies right. Sometimes it will require something that isn't required for the modules you use and have to manually edit files to get it to build. Updated Scansat which had zero effect on memory usage. Saw a lot of talk about problems with using Ogl, getting stuck in window mode, no shadows, etc., so tried just changing the texture setting to 1/2 first which reduced memory usage by nearly a gig. So now to find more time to play for awhile and see if that solved it..
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Life Support - Discussion and Comparison (updated 11/29/2019)
Vorg replied to linuxgurugamer's topic in KSP1 Mods Discussions
There is a green house mod for snacks that adds 2 types of green houses for making snacks. Looks like one requires solar and the other requires electric but nether can use the other. -
I wondered if it was memory cap, but I didn't think I had that many part mods compaired to what some do. I do have texture size set to full. Mod list: BoxSat vA.02d.zip Chatterer_v0.8.1.zip CRP_0.3.3.zip CTNsnacks.zip DockingPortAlignment_4.0.zip Karbonite_0.5.5.zip KAS_0.4.10.zip KerbalAlarmClock_3.2.3.0.zip KerbalEngineer-1.0.15.2.zip KSP-AVC-1.1.5.0.zip MapResourceOverlay.0.2.9.zip MechJeb2-2.4.2.0.zip ModuleManager-2.5.10.zip NavBallDockingAlignmentIndicator.zip PreciseNode-1.1.2.zip RCSBuildAid_v0.6.1.zip Regolith_0.1.7.zip SCANsat_v9rc4.1.zip Snacks.v0.3.3alpha.zip SnacksPartsByWhyren.zip StageRecovery_1.5.3.zip Toolbar-1.7.8.zip Trajectories-1.1.3.zip TransferWindowPlanner_1.2.3.0.zip UniversalStorage_1.0.90.2.zip WaypointManager_2.1.4.zip
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Sorry, I though that information was in the logs. win7 x64 running 32bit version of KSP and 16Gb installed. The Error log from the newest folder in that zip: I was hoping there was something in the log file that would at least point to which mod was causing the problem. But I couldn't find it. Last night I removed science alert mod which I think was the last nod added and was added after Karbonite. But I had played for several hours over a couple of days with it. I just went into the game to the plane that i've been trying to fly home and windows reports 3,483,184kb used by ksp.exe. Looks like I have to run out again . So will have to do any more testing latter tonight. Would prefer to find the source of the problem over just wiping the game, starting, and hoping that fixes it.
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[24.2] Karbonite Ongoing Dev and Discussion
Vorg replied to RoverDude's topic in KSP1 Mod Development
I've been having some crashing that I think might be Karbonite or one of the required support mods. I started a thread here: http://forum.kerbalspaceprogram.com/threads/112171-Random-Crash-to-DT-May-be-Karbonite-plugin-or-support-mod -
I've started trying out mods and right after installing Karbonite, I started getting crashes to desktop, every few minutes. It seemed to be one of the support mods that it required, but I'm not sure. Removed it and tried again a few days latter with a fresh DL. It seemed to be ok, but tonight after a few hours in game while using a plane on the ground on Kerban N of KSC, it started crashing again. It crashes with in a couple minutes every time. The plane does have a couple of Karbonite parts on it. Here are 7 crash report folders: https://www.dropbox.com/s/ef5rpyki4wox5nk/Vorg%20KSP%20Crash.zip?dl=0
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This does happen in flight also.. It's not the gear because it is a tad easier to prevent the turn while on the ground. To me it acts as a combo of prop torque and a cross wind both pushing to the left. It's not the engine because in the test craft, it is all stock parts. I just stock the first level jet on the back to give it a thrust value. I understand what you are saying abut the orange arrow being the rotation axis. I thought it was showing another force of some kind pushing sideways since that is exactly what the craft started doing. Then it starts turning to the left and rolling to the left, then nosing down. Could only get it a little bit in the air before there was no stopping it from crashing. I and I though COL was supposed to be ahead of COM to keep it from wanting to nose dive. Don't know what you mean about front wings not providing left. Should I put small dummy wings in front to make the main wings work? Will be glad when they fix the lift system. It's hard to build planes when the wings don't follow known logic.
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While it would be nice to have more then one drill option like Karbonite has, you can always put 2 or more drills on in symmetry mode to get a balanced ship and faster collection.
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Can put pics up in an hour or two. In the mean time, It's simple to reproduce a craft that does it. Place ether of the aircraft cockpits or even a probe core might work (somthing to start placement), stick one of the stock jets on the back, (don't need a fuel tank to see the markers), then place something above or below center line that has mass, an aircraft landing gear, a fin, what ever to move COM up or down. RCS helper promptly shows the side ways arrow along with the correct vertical spin arrow. That is with RCS set to display engine thrust btw.
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Tried building a plane and ran into a problem I was using Karbonite radial mounted jets and RCS Build Aid was showing a lot of side thrust even if I switched to a single in line engine. I went ahead and tried to fly the plane and sure enough, it insist on turning to the left to the point it is unflyable. With some more experimenting in the hanger using RCS Build Aid, Any time thrust is above or below center mass, you get lateral thrust. I would expect vertical rotation and it does show the red circle area also. But if thrust is above center mass, you get a straight arrow to the left and if your thrust is below center mass, you get a straight arrow to the right even using stock parts. Could this be a mod screwing things up?
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That is what the cargo sections are for which are already in. though they do need to change around the tech tree a bit. Some things needed at low tech are high tech. You can't even get wheels for awhile and then it's aircraft gear. Some form of wheel should be in the first tech. since it comes long before anything can fly.