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Everything posted by xrayfishx
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Settings keep resetting
xrayfishx replied to xrayfishx's topic in KSP1 Technical Support (PC, modded installs)
Yeah, those issues that remain there for a long time aren't game breaking. But this bloody thing, I don't play the game anymore because of it. I will not play the game until a fix or a workaround becomes available. If that's not game breaking, I don't know what is. So I believe a fix can't be too far away, whether community-made or official. -
Settings keep resetting
xrayfishx replied to xrayfishx's topic in KSP1 Technical Support (PC, modded installs)
Any word on this from Squad? This is a completely game breaking bug that should be dealt with immediately. They can't think that it's ok to have us have to recreate our settings every time until the next big update and I really hope they don't. -
I really hope I'm not asking for something that has been asked a million times already, but to my surprise I couldn't find this when I searched for it. But sorry if I just missed it. I think the Add-on Releases subforum should be split into at least some basic categories. As it is it's a huge mess and it's hard to find any mod that hasn't got any new posts in its thread, especially if you don't remember its name. The only categorization right now is an unnoticeable and generally not very useful [part] or [plugin]. If it was split into categories the same way Tools and Applications are separated right now, then it could become much more manageable. Every category could have its own prefixes, so looking for a specific mod could be a lot easier. Also I think that would make it easier to notice those new mods that haven't yet become popular. Could it be done? If it could be done, would it be a mess to move all mods to the correct categories? Would it be worth the effort?
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Settings keep resetting
xrayfishx replied to xrayfishx's topic in KSP1 Technical Support (PC, modded installs)
What I did was I deleted the settings file, copied my backup settings file and renamed it to settings.cfg.bak and moved it to Launcher_data and then ran KSP. I will try again and I'll do everything exactly as you listed, but I doubt it will change anything. We'll see. Edit: For now it seems to have worked. I don't know why it didn't work before. Perhaps it's because I backed up the old .bak file in the same folder. Then again, I changed its file type so it seems a bit unlikely. -
Settings keep resetting
xrayfishx replied to xrayfishx's topic in KSP1 Technical Support (PC, modded installs)
Thank you very much, I will try out immediately. EDIT: This didn't help the slightest bit. -
Your poll implies that everyone has either had a close call with debris or isn't capable of even reaching space. I have had no close calls because I keep my orbits clean, but I can get where ever the hell I want in stock. Please fix this.
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Being an RO player I always try to do it this way. Basically you need a little more than half of your dV in the first stage and then you have a low TWR second stage which needs you to burn continuously or it won't reach orbit at all. That's how I try to design my rockets and it gives me a nice single burn to orbit if I follow a good trajectory. To be honest, it would be most efficient to make it a decaying orbit, because a single-burn 70+km orbit seems to require a bit more dV and be less efficient overall.
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If this is banana enough, then I qualify for 19.28*2*6=231.36 points. EDIT: DIDN'T NOTICE MOD RESTRICTION. I QUALIFY FOR NOTHING. Though the mods I use don't really affect the entry at all. Except for ProcFairings. SORRY!
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Good luck making an SSTO with the tier 0 parts. I think you need to rethink the rules a bit.
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As an RO player I can tell you that you're wrong. Two of the first examples that come to mind are the J-2 and RL10. The J-2 engine used on Saturn V second and third stages has an atmospheric ISP of about 200 while its vacuum ISP is, iirc, a little less than 450. The RL10 engine used on, for example, the Delta IV upper stage simply doesn't work in atmosphere (I imagine actually it does, for a moment) and if it did, then its ISP would likely be similar to that of the Poodle and Terrier. I was very happy to see their ISP turned so low. But then I'm just a realism nut, maybe they really should have made them at least slightly useful in atmo. Who am I to tell what's best for the average player? But their ISPs sure as hell aren't a mistake.
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KSP: 1.0.2 Win32 Problem: Whenever I start the game, the settings will reset themselves. The game will start in fullscreen like it's supposed to, but after it finishes loading, the music will start playing (which I've turned off), it asks me if I want to send data to Squad (or whatever that thing did), everything under Graphics is what it normally defaults to (and it will change to that if I click apply/accept), controls go back to default (though one time there was a situation where it was mostly intact and only a few joystick controls were not bound). Basically I would have to do the first-run setup every time I start the game. Initially I thought it might be caused by the settings file from 0.90.0, but after recreating those settings in 1.0.2 the problem didn't go away. I think it started when I switched to 1.0.2 from 1.0. Mods installed: *sigh* (Semi)Saturable Reaction Wheels Action Groups Extended Actions Everywhere Auto Action BahamutoD Animation Modules Banana for Scale - small Collision FX Community Resource Pack Contract Window + Control Lock Distant Object Enhancement (default config) DMagic Orbital Science Docking Port Alignment Indicator Editor Extensions EVA Parachutes EVA Parachutes by default EVAManager Fairing With Mass Field Experience Final Frontier Flight Manager for Reusable Stages [FMRS] Hullcam VDS Hyperedit In-game notepad Infernal Robotics Model Rework - Core Pack Infernal Robotics Model Rework - Expansion Pack Kerbal Alarm Clock Kerbal Engineer Redux Kerbal Flight Indicators Kerbal Inventory System Kerbal Joint Reinforcement Kerbal Renamer kOS: Scriptable Autopilot System KSP AVC Magic Smoke Industries Infernal Robotics Module Manager 2.6.2 Navball Docking Alignment Indicator Plane Mode PlanetShine (Default configuration) Procedural Fairings RasterPropMonitor Core RealChute Parachute Systems Science Funding Sensible Screenshot Sequencer for Infernal Robotics Stage Recovery TAC Life Support (stock config) Taurus HCV TextureReplacer Thermometer ToadicusTools Toolbar TweakableEverything TweakScale Universal Storage Vanguard Technologies Core Waypoint Manager Vessel Viewer And now for those not listed in CKAN: JDiminishingRTG Kerbal Attachment System A tiny Module Manager config I made myself SmartParts Stock Bug Fix Modules That should be it. Reproduction steps: Start KSP Wait until it finishes loading Hear music play Go to settings Everything is defaulted Rage. Log: output_log.txt Settings file (the one I want to use), just in case: settings.cfg
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I finally got my joystick working with KSP. Decided to celebrate/test by an IVA-only launch to LKO. Safely in orbit Valentina Kerman gazing at the blue marble below her.
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I kept it where it is for external (likely will reduce soon), but I maxed it for internal and I have no regrets and I'll keep it that way because it made my first launch using a joystick, which I decided to do from IVA, so much more fun. I could see the shaking decrease a lot after the first stage burnout and second stage ignition and it added a lot to the immersion. I luv it.
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I actually made a challenge once about getting the lowest completely atmospheric on-rails orbit. Basically you would have to get orbital velocity as low as possible and eject a probe that would then get more than 2.3k from the other spacecraft before its orbit decays too much. The probe will crash/land/do whatever you make it do while that other spacecraft will remain in a stable, on-rails atmospheric orbit. It only got one entry, by Kasuha. (Btw, has anyone seen Kasuha lately? I miss you, come back...)
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
xrayfishx replied to erendrake's topic in KSP1 Mod Releases
Or perhaps is he referring to the fact that sometimes the last few bits of fuel are not used up for some reason so the tank technically isn't empty and if that's what the code is waiting for, then it won't stage. -
Now that is the answer I was really hoping for. Thank you so much! I won't call it [Answered] just yet, but hopefully I'm close now.
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The air brake is positioned like that because I want it to hold the AoA quite high, like the Shuttle. It is supposed to pull the nose up some, but keep it down should it go too high. It isn't responsible for flipping it. I know because earlier versions didn't have an airbrake. One thing I thought of myself is that maybe at a high AoA the CoL changes because the lifting body effect becomes stronger relative to wing lift. In that case I would need to have most of my cross-section behind CoM. What I mean is that maybe at 40 degrees angle wings don't produce much lift and most of what's affecting the plane is drag. So really I need to be worried about my center of drag, which, I believe, could easily be in front of the CoM in my design. I'll keep experimenting. Edit: Now that I think about it,.that could explain the yaw instability as well. How could I move the center of drag backwards? Moving CoM forwards more than near the end of the cargo bay is not feasible, because carrying around 5t of dead weight isn't how I like to play.
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I added flaps and they didn't change much, as I said in the OP. If you could send me that craft file, it'd be much appreciated. I'm getting closer to making my design fly, but it comes at a cost of carrying 3t of dead weight. I really just need to fix yaw stability to get my design working. And I have ideas about that.
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You could make several copies of the part that fails, then in the cfgs give each copy a different name. Then replace the parts on your craft with the renamed copies, each a different copy. Now try it again and it will show different names for each of those parts in the F3 log. That's one way to do it at least.
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In my cargo bay I have my fuel tanks and optionally a couple tons of satellite which will be removed before re-entry. Really, the whole thing is designed so that neither cargo nor fuel would move the CoM. I enabled RCS balancer in those screenshots just to demonstrate that; you can see how the DCoM is slightly ahead of CoM. I will experiment with some sort of system to move the CoM forwards. What's the densest transferable fuel in RO? Also, how to do it without making the plane several tons heavier?
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First of all I'm going to make it clear for those who didn't notice that I'm using Realism Overhaul. So the appropriate mods are to be assumed Currently I'm trying to create a shuttle-type spaceplane and no matter what I do, it flips over. My newest attempt is a lawn dart in the lower atmosphere, but during re-entry it still behaves like it had its wings attached to the nose or something. I didn't even know it's possible that a plane is unstable during re-entry, even though, should it survive that re-entry, it becomes so stable that I'm still able to recover and land it. So, here are some pics. What is wrong in them? Click for bigger versions. Those things attached to the vertical stabilizer are airbrakes. Also, on the wings, the control surfaces further from the middle are set up as flaps with the intent that they would also act as airbrakes and would help stabilize the spaceplane. However, this didn't seem to help much.
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Is Eve a desertic or volcanic planet?
xrayfishx replied to Commissioner Tadpole's topic in KSP1 Discussion
I've always imagined Eve as being just like Venus, except purple. Which one is Venus? Also, I started reading this thread at 14:05 and got to the second post at 16:27. Thanks a lot. -
Am I allowed to have multiple installs of KSP?
xrayfishx replied to cicatrix's topic in KSP1 Discussion
Worry less about what's legal or not. Who are you harming with your multiple copies? And who's going to find out or really care? -
Take me to the Moons - Land on all of Kerbol's moons
xrayfishx replied to Nik333's topic in KSP1 Challenges & Mission ideas
I tried doing this with RO, not for a score obviously, but to inspire other people. The result was a rocket that had 402 parts and weighed ~88370t and it crashed the game when I tried to load it in VAB. And despite all this effort I don't think it would have worked anyway. Besides the fact that designs that require 100m tall fuel tanks aren't generally likely to work, I also don't know if 21 years of life support (14 if I added a third crew member, which would be somewhat necessary) and ~7000m/s dV would be enough. I had no plan, I just winged it, like in the old times when I didn't have KER. Still, designing it was the most fun I've had in KSP for a while. Thanks, OP. [Picture removed due to rule violation]