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Everything posted by Stone Blue
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[0.23.5] Fuel Science v0.4 - Balance out that tech tree!
Stone Blue replied to ArcaneZedric's topic in KSP1 Mod Releases
@ArcaneZedric does this work in 1.0.5? ... Any plans to maintain development on it? -
Mod update for 1.1 - how long it will take after 1.1 came out?
Stone Blue replied to omelaw's topic in KSP1 Mods Discussions
So we can expect an update that includes Apollo & Saturn, very Soon™, correct? . . . . JUST KIDDING!!!... LOL -
What's wrong with my satelite?
Stone Blue replied to Kangroozeeh's topic in KSP1 Gameplay Questions and Tutorials
I agree... Using just the one Reliant, (no gimbal), and 4 boosters (which also do not gimbal), set lower than the nozzle on your Reliant, AND using those small solid fins (no adjustable control), AND that they are set so high up on the boosters, I would try AV-R8s also, set nearer the bottom of the boosters... If you havent unlocked the AV-R8s yet, at least try a little bit bigger fins... But yeah, you do not have any gimballing, or maneuvering ability... Also, I dont know how much stability they provide in atmo, especially on a rocket, but you could maybe try adding an SAS or reaction wheel module right below your 1st stage decoupler... Also, this is from the KSP wiki for the Stayputnik you have: "Usage Generally placed at the top of the rocket, the Stayputnik Mk. 1 provides full command module functionality. Due to the extremely low internal torque, rockets using a Stayputnik Mk. 1 module tend to require vectored thrust, RCS thrusters or reaction wheels."- 4 replies
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This is probably only temporary, since 1.1 will supposedly introduce a "standard" 64bit version of KSP... If this DOES happen, then, yes, mods will be updated to 64bit, and hence they WILL be supported for 64bit.. Also, as another option to try, if you are crashing seemingly due to a number of screen reverts buidling up, I HIGHLY recommend either using Malah's QuickGoTo and QuickExit: QuickGoTo allows you to switch scenes directly, and saves having to go switch thru the Space Center everytime... Basically almost HALVING the amount of screen changes you have to go thru... QuickExit also keeps you from having to go thru several scene changes, as well as having to go back thru the main menus just to exit the game... Good for if the game starts lagging, and you KNOW you are about to crash... Theres also another mod that puts the building icons at the bottom of the screen, that also switches directly between scenes.. I cant think of the name of it, and cant find it on Google right now...
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Sorry... Not a fan of the new blue... especially the the three light blue sections at the bottom of the page...and with white text, its worse... The top blue seems to be very similar to most of the SD icon, so that it almost blends in... I know not everyone is gonna be happy no matter WHAT color combo the site is, so take my opinion with a grain of salt... One positive thing to say, is that if we are now down to complaining about the site's color scheme, especially less than, what?, a week after starting from nothing, then thats just testament to how good a job the new team got the site up & running...
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- totm july 2019
- spacedock
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Mod update for 1.1 - how long it will take after 1.1 came out?
Stone Blue replied to omelaw's topic in KSP1 Mods Discussions
I say minimum 4 weeks for 75% of the current mods out there, to be updated for 1.1.... -
Standardized Date Format in Titles [23 Feb 2016]
Stone Blue replied to Probus's topic in KSP1 Mods Discussions
Actually, from keeping an eye on thousands of mods over a couple years... There may not be a standard for it, but YES, I have actually seen MANY dates listed that way... The worst were mods from 2012....- 37 replies
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Mod update for 1.1 - how long it will take after 1.1 came out?
Stone Blue replied to omelaw's topic in KSP1 Mods Discussions
Ahhhhh...... SOOooooo young and naive to the reality of KSP.... Maybe this could be a new pool after 1.1 drops: How long before all mods are updated for 1.1... LOL -
Welcome to the forum... However, literally, the five posts above yours are basically asking the same exact thing, and literally the one post RIGHT above yours has an answer...
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@VITAS Site down?.... http://www.isitdownrightnow.com/spacedock.info.html reports it so...??? EDIT: NM... After trying for 5 mins, it reports that your premium bits are now up... Perhaps traffic is so high, its maxing out the server/bandwidth?
- 2,176 replies
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- totm july 2019
- spacedock
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yup... Worx in 1.0.4 & 1.0.5...
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Standardized Date Format in Titles [23 Feb 2016]
Stone Blue replied to Probus's topic in KSP1 Mods Discussions
Umm... I thought all that is what I said?... LOL- 37 replies
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Standardized Date Format in Titles [23 Feb 2016]
Stone Blue replied to Probus's topic in KSP1 Mods Discussions
Too funny... Thats what I decided to use, (basically, tho I use yy-mm-dd, without realising it was an ISO standard), for my spreadsheet, as well as in the filenames for mod .zips that I have, that do not have a clear "official" version number...- 37 replies
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[1.8.1] Hangar Grid: Zero deviation [v0.4.0.181] (2019 Nov, 18)
Stone Blue replied to Ser's topic in KSP1 Mod Releases
I'll have to try the stock f-key thing... However, I find myself surface attaching parts that always seem to default to weird angles, whether I use angle snap, or chnage symmetry modes... So I end up using fine-control WASD... Which is OK, but when trying to line up non-symetrical parts, its a PIA to say the least... So I will definately be trying out this mod... Also, as far as landing gear goes, same thing... It's VERY easy to have even slightly mis-aligned landing gear, which will cause noticeable issues... I really appreciate the similar alignment function of the Adjustable Landing Gear mod... (or was it one of the KAX mods?... I forget...lol) -
The latest v3.4.6 should work for KSP 1.0 & 1.0.2, and DOES indeed work for 1.0.4, 1.0.5...
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Yup... As stated already, I'd go to the Power Options in Control Panel and check all the advanced settings... ie Graphic Settings & Processor Power Management... Also, how to tell which Graphics card/driver KSP uses, and whether its using OpenGL or a DirectX version, open the KSP.log in the main KSP folder, (or the output_log.txt in the /KSP_Data folder), and you should see it right at the top. Like this: (I have a laptop with BOTH Intel HD 3000 Graphics and Nvidia GT630M...) Kerbal Space Program - 1.0.5.1028 (WindowsPlayer) OS: Windows 8.1 (6.3.9600) 64bit CPU: Intel(R) Core(TM) i5-2450M CPU @ 2.50GHz (4) RAM: 5981 GPU: NVIDIA GeForce GT 630M (1995MB) <--- If you have BOTH Intel, & say Nvidia graphics, if its using the Intel, Intel would show SM: 30 (Direct3D 9.0c [nvumdshim.dll 10.18.13.6143]) <--- This is DirectX 9... If I had OpenGL forced, it would show "OpenGL"... RT Formats: ARGB32, Depth, ARGBHalf, RGB565, Default, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 Beyond all that, as far as the OP's issue, I'd say most likely culprits on a stock install, would be the in-game graphics settings...
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Standardized Date Format in Titles [23 Feb 2016]
Stone Blue replied to Probus's topic in KSP1 Mods Discussions
As someone who keeps an extensive mod tracking spreadsheet, i can totally appreciate having a standardized format for dates. I have come across several different variations, of course due to international usages, and all numbers is bad, UNLESS you are sorting, AND have ONE set standard... Since we are not sorting thread titles, AND everyone wants their own familiar standard, I vote for ANY format that uses three letter month abreviation... Doesnt matter what format (ie Feb 24 16, Feb 24 2016, 24 Feb 16, etc...) But having the month abreviation CLEARLY states for EVERYONE what the actual date is, and is clearly the best compromise for EVERYBODY... Especially for dates when dd/mm can be interpreted as mm/dd, but be totally wrong...- 37 replies
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Nookos, I use the Bluedog Industries antennas with RT... The small, flat round omni is now my go-to omni... I found the range to be way too high (15Mm), for such a small, cheap antenna, and especially with such small electrical usage... I changed the range to 7.5Mm, and made the EC useage, twice the Comm32... I have found this to be a more realistic use, and seems to fit well in the game, offering omni range JUST that little bit over stock, without being the overly outrageous 15Mm as it's packaged... So, I just thought I'd mention the range and increased EC usage, as something you might want to consider (if you havent already), in planning for an omni-wedge... I would think it would give more reason to use the wedge, over regular stock antennas, if the range were greater than stock... By making the range 7.5Mm, I can use omnis ONLY for everything from Kerbin's surface out to a Mun 3sat relay, also with the same 7.5Mm omni... NO dishes required at all... EDIT: I mispoke... While Bluedog Design Bureau has nice antennas, I originally meant that I use Blackleg Industries antennas... Had a brain-burp... lol
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@CaptainCook86 Yes... this si a known issue, introduced with 1.0.5... There are actually SEVERAL threads about this, from last Nov right after 1.0.5 released... It has to do with fullscreen mode... I may have this wrong, so Google for other threads for the issue, but IIRC, it happens when playing in fullscreen, with a monitor resolution that is not natively supported (you'll see your actual screen resolution NOT listed in the Game Settings menu)... This happens on ALL three OS versions (Win, Mac, Linux), and the fix should be the same... You can either play windowed mode, OR, IIRC, you can select "Fullscreen" in the settings menu, exit the game normally, then open the setings.cfg in the KSP_win folder (or whatever the Steam KSP folder is)... Scroll down thru the .cfg a little bit, till you see: SCREEN_RESOLUTION_WIDTH = 1280 SCREEN_RESOLUTION_HEIGHT = 720 FULLSCREEN = False Change the width/height to your "unsupported" resolution, then make the FULLSCREEN line True...Save the file... Restart KSP... It may take a couple tries of loading the game for it to work... ie I have a 1600 x 900 monitor on my laptop, which is not listed in the game settings menu... So I make these changes, and I'm good to go: SCREEN_RESOLUTION_WIDTH = 1600 SCREEN_RESOLUTION_HEIGHT = 900 FULLSCREEN = True
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Now that seems odd, and definately puts an odd twist on the situation...lol
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I know nothing, so pardon me if I'm way off on this... So it sounds like you would want to look at the active vessel in the persistent file, rather than messing with the PART files at all (OTHER than to maybe determine if they will break if deployed in atmo), to determine what antennas it has that are PRESENTLY deployed, and then deactivate (close) them before allowing a Hyperedit move.... I created a test craft, with a few antennas, launched it to the pad, and looked at the persistent file... Looks like there are ALL kinds of lines in there that could be checked to determine current antenna status, and also to toggle them... Also, just a thought, but should you also consider the state of things like the M700 Survey Scanner?... I know you said this is an RT thing... I was just thinking if ANY part that will break when extended/deployed in atmo will need to be looked at, besides RT antennas... For instance AEIS has lots of deployable antennas, also... ???
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[1.0] Mk3 Mini Expansion Pack (Mk3 NoseCone and Alternate Cockpit)
Stone Blue replied to K.Yeon's topic in KSP1 Mod Releases
@K.Yeon ^^ This pleeze?