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Everything posted by papics
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This is an awesome mod, I have not played for quite a long time, now I found this, and built the whole Apollo replica (for the bottom half I just used the available craft file, 'cause I am a lazy stand-up guy) and flew it to the Mun and back. A.W.E.S.O.M.E! There is only one small thing I noticed, that for some reason the FASA umbilical tower seems to be misbehaving a little: I can not get it to release; even though in the action groups this command is available, on the launch pad it does not work, nor the programmed action group, not right clicking (it does not give any of the supposedly available options after the right click). It is not a huge issue, but maybe you can have a look at one point. Thanks for the amazing work!
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hmmm... OS X craches... hmmm...
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1.0 - Constant crashing on OS X
papics replied to shaun3000's topic in KSP1 Technical Support (PC, unmodded installs)
I have the same issues, had them since 0.90... As many in this thread before, I love this game, but this is truly unacceptable for a 1.0 release... -
Random Crashes while Playing
papics replied to larkvi's topic in KSP1 Technical Support (PC, unmodded installs)
Same here 0.90 and Yosemite on the most powerful MacBook... -
Anyone else not really care for the career stuff?
papics replied to sedativechunk's topic in KSP1 Discussion
I play sandbox only, because I want to challenge myself, and I am very good at it Also, by playing with mods like Remote Tech, FAR/NEAR, ISP rescaler, Deadly reentry, etc., I think I am making it difficult enough. But I see how nice career mode can be for others, there is no problem with this, everyone is free to enjoy the game as he/she likes. -
Today started gloriously, but turned sad halfway through for Kermankind. After mapping all planetary bodies, and landing numerous times on Mun and Minmus, the first Kermanned mission, Ares 1 left towards Duna. The beautiful rocket made a perfect gravity turn through the NEARly real atmosphere, and after circularisation and a perfect interplanetary burn, Bob, Shelmund, and Tanner had a great time counting down the days until their arrival to the red planet. The orbital injection was perfect, and a half orbit later, Bob decided to go for landing. The target was a highland region, as the dV capability of the lander/return ship was only 10% above the requirements... Aerobraking went fine, thanks to the nice inflatable shields and the well timed parachutes. Ares 1 landed just below the thin cloud layer, not far from the edge of the long canyons, with great views towards both the lowlands and the mountains. The rolling clouds made the scene really photogenic. After unpacking and claiming the planet, they posed for a group picture. Back on Kerbin the Kerbals flooded the streets and partied for hours. It was a truly historic event, celebrating their three heroes. Fast forwarding to the opening of the homeward transfer window, the atmosphere in the command module changed. Bob was told that the lead scientist at the VAB miscalculated the length of their mission (calculating from leaving Kerbin to leaving Duna, instead of from leaving Kerbin to arriving back to Kerbin...), and they don't have enough (TAC) Life Support, to make it home. They have to choose: either two of them sacrifices themselves to save the life of the third Kerbal, or they will all die 200 days from home in the cold and empty interplanetary space. After days of silence in the command module, Shelmund and Tanner went on EVA to check the integrity of the ship, but they never returned... Bob left Duna orbit alone, in deep depression. Thanks to the real heroes who gave their lives for him and for Kermankind, he had enough resources to make it back to Kerbin, and thanks to the long psychiatric treatment from mission control on the way home, he managed to avoid a Deadly Reentry, and land safely on Kerbin. Bob resigned from active duty and took a desk job at the safety department of the KASA. He recovered from depression after two years, and contributed to a much safer VAB, resulting in a 89% drop in accident in the coming 5 years. Shelmund and Tanner were remembered forever. In 50 years, the first interstellar mission would be named after them...
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Finally - after yesterday's mishap - I mapped the last remaining unvisited planetary body in the Kerbol system: Gilly. Up next: a Jool-5 mission.
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The last nights at the telescope were spent with sending mapping probes to basically everywhere (except Gilly, thanks to a tiny design flaw in the joint Eve-Gilly mission).
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
papics replied to Starwaster's topic in KSP1 Mod Releases
I can also confirm a chute+pod+shield combo exploding at 35k coming from a 100x100k orbit with an initial periapsis heigh of 25k in 5.3.1, while 3.2 is perfectly fine with these settings...- 5,917 replies
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- reentry
- omgitsonfire
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
papics replied to cybutek's topic in KSP1 Mod Releases
I am also having issues with v1.0.7.1, with dV and TWR values not being calculated/updated in flight. 32bit 0.24.2 Mac with some mods, but v1.0.6 was working flawlessly. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
papics replied to Ven's topic in KSP1 Mod Development
Just wow, sir! Instant place in my 'keep one eye on' folder. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
papics replied to Ven's topic in KSP1 Mod Development
I would also cast a vote on doing the MK1-2 pod. I'd love to see a nice rework of that. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
papics replied to Nereid's topic in KSP1 Mod Releases
Thanks a lot! -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
papics replied to Nereid's topic in KSP1 Mod Releases
Hmmm. I think it is indeed missing, but I did some further tests, maybe that helps to see what is going on: 1) Important to note that the Kerbals got their ribbons, it is only the mission count which did not change. 2) I just put back the same craft to the launch pad with the same Kerbals on board, and recovered it without launching, hoping that I could influence the mission number like this. This experiment lead to an interesting result, namely that the mission count indeed went one up, but it went back to zero after I loaded into an active satellite and came back to the Space Center screen. Question: if this does not give you a clue about what could have gone wrong, is there a way to manually raise the mission count numbers somehow? Relevant part from the halloffame.ksp file (showing the ribbons but no L+) 1251300.20676909 HS:500 Jebediah Kerman 1251300.20676909 HS:500 Bill Kerman 1251300.20676909 HS:500 Bob Kerman 1251384.48676916 HL:500 Jebediah Kerman 1251384.48676916 HL:500 Bill Kerman 1251384.48676916 HL:500 Bob Kerman 1251385.06676917 L1:Kerbin Jebediah Kerman 1251385.06676917 L1:Kerbin Bill Kerman 1251385.06676917 L1:Kerbin Bob Kerman 1251488.18676926 M1 Jebediah Kerman 1251488.18676926 M1 Bill Kerman 1251488.18676926 M1 Bob Kerman 1251579.64676935 S1 Jebediah Kerman 1251579.64676935 S1 Bill Kerman 1251579.64676935 S1 Bob Kerman 1251784.08252143 H3 Jebediah Kerman 1251784.08252143 H3 Bill Kerman 1251784.08252143 H3 Bob Kerman 1251802.56252145 O1:Kerbin Jebediah Kerman 1251802.56252145 O1:Kerbin Bill Kerman 1251802.56252145 O1:Kerbin Bob Kerman 1253169.94121799 D+ Jebediah Kerman 1253169.94121799 D+ Bill Kerman 1253169.94121799 D+ Bob Kerman 1253986.65973416 M5 Jebediah Kerman 1253986.65973416 M5 Bill Kerman 1253986.65973416 M5 Bob Kerman 1254313.79973447 W Jebediah Kerman 1254313.79973447 W Bill Kerman 1254313.79973447 W Bob Kerman -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
papics replied to Nereid's topic in KSP1 Mod Releases
All right, today I did my first Kermanned flight in a new save, and did recovery just after splashdown without going to the tracking station, but the mission count (or time) did not go up... So it is not connected to the scene from where the recovery is done... Any ideas? -
Epic intro is epic
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[WIP BETA] Nasa IXS Warp-ship for Interstellar
papics replied to Stevie_D's topic in KSP1 Mod Development
It's really not something what fits into my 'game-plan', but even if it is not going to hit my GameData folder, I have to say this mod is awesome. Kudos! -
I just started another fresh save with RemoteTech also added (going for more realism this time), and besides the big thanks for this mod, I have a small bug-report: pressing the button to hide all UI (which I usually do for screenshots), the interfaces connected to RemoteTech are not hidden (the open Flight Computer window on any screen, and the small grey satellite icon and the added UI elements in the bottom right corner in map view). Also one nice thing would be, if the window for the Flight Computer would remember its position instead of appearing every time at its default location. Minor things, but maybe for the next update, keep in mind