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Everything posted by Kerbart
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Kerbart replied to Nils277's topic in KSP1 Mod Releases
Awesome! Will this also fix the deprecated parts showing up? My game isn't freezing when loading, btw. But I'm not using USI Life Support. Hope that helps. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Kerbart replied to Nils277's topic in KSP1 Mod Releases
Thank you for the quick update. Parts are still showing up in default KSP categories when separateFunctionFilter is set to True, though. Is there a way to suppress them? I only want to see them in the Planetary Surface Structures category. Also, that category is showing all deprecated parts. -
Uhm... yes.
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Squad delivered the 1.0 version. As far as they're concerned that's the "full version," everything after that is extra candy. But the game has been out of early access for over a year. In that sense we are entitled to nothing. If they decide to close up shop tomorrow and you angrily demand your money back (after hundreds of hours of playtime, no less) because the product is "unfinished," every court in the world will laugh at you. What makes you think the game was unfinished when you paid $40 for it? That amount makes it sound you bought it after the 1.0 release, at which point, from an early access point of view, the game was "finished." Surely, new features are still being added and bugs are still being fixed, but what product is ever complete in that respect. What law are you quoting, by the way? There's some vague promises made in interviews, but I'd love to see in the EULA where exactly we are ENTITLED to bug fixes 25 years from now. Or tomorrow, for that fact. LAW requires that there is some kind of LEGAL AGREEMENT on the status of those updates. Your first step in filing a suit will be to show that Squad broke that agreement. But there has to be one in the first place...
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The reality where bills need to be paid for ongoing software development, probably. Adobe, before they went to a subscription model, would push out a bug fix every 18 months and charge $150 for it (because of added functionality). Compared to that, waiting one more day for the 1.2 update doesn't seem like the end of the world.
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The v1.2 Hype Train Thread - Prerelease is Out
Kerbart replied to Whirligig Girl's topic in KSP1 Discussion
Aaaah, the hype train brings back good memories. Years ago, it was rumored that Nikon would be introducing a medium frame camera, something wedding photographers would *love*. And then the announced that on the WPPI (a trade show for the wedding business) they would announce "something big" and kept that hyping up for a couple of weeks. Turned out to be a party they organized (to create some goodwill). Pretty much everyone was liquided about it. Lesson learned: whatever the "big" announcement is going to be, I always expect to be underwhelmed. Because that's how it usually works.- 1,592 replies
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The v1.2 Hype Train Thread - Prerelease is Out
Kerbart replied to Whirligig Girl's topic in KSP1 Discussion
Look up the time zone for Mexico city. It's safe to assume that an event as such would not take place before noon. It's waaaaay to early to complain that "they are not doing anything."- 1,592 replies
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Are you sure it's Futura, and not Impact? Futura tends to be much rounder.
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It's not like we have a deadline for your story. Take your time, we'll see it when you're ready to post it!
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Guys, it looks like we've been fooled all along...
Kerbart replied to moritree's topic in Science & Spaceflight
Food for thought: whatever we think of the hoaxers, they think the same way about us. -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Kerbart replied to RoverDude's topic in KSP1 Mod Releases
“as expected?” You're aware that the crane is mounted between the wheels, not in front of them? Please draw me a force diagram that shows how this would flip over. Or are you suggesting that it's the momentum of the load that carries over?- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Kerbart replied to RoverDude's topic in KSP1 Mod Releases
Tadaa! The Aristocrats! I'm not a Github expert but I'll do my best and upload this gif file and the craft file. Edit: Github updated.- 1,473 replies
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Just remove the ModuleManager mod. No biggie.
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Kerbart replied to RoverDude's topic in KSP1 Mod Releases
Roverdude, awesome mod! It will take some work to learn how to work with it but it should really help with constructing multi-piece bases (either in orbit or on the ground). A few things that I noticed that are not meant as criticism but rather as something that can hopefully be included in updates: The welded docking ports are awesome and I love the "poof! smoke! magic!" effect. However, to increase realism and make construction a bit more predictable, instead of deleting the two docking ports, could the be replaced by a "welded docking ring" (a piece that basically does nothing) that provides similar spacing? Personally I also think it'd be fun if the "compress" action can only be done by an engineer, similar to how that works with EVA Struts The crane seems to have some issues with transferring forces and torque. When mounted inside a U-shaped transporter, the whole assembly violently flips over backwards when engaging the magnet. Not sure if that's a unity issue or something with the model. I have a hard time lifting the cradles with the fork lift. One side will pick it, but the other side goes right though it, throwing it off-angle. As a layman I'd say there's a collider issue, but I'm not an expert at that.- 1,473 replies
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I wouldn't know if MJ is better, KER fullfills all my needs for information. For automation I use tools that are outside the scope of this discussion.
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If you're using a relative recent version (anything of this decade, really) MS Word (or one of its open source competitors) there should be a "Save as PDF" option. Alternate, you can install free software like CutePDF which will act like a printer driver. You "print" your document to the software (it's visible as a printer after installation) and it writes everything to a PDF file (it will prompt for a filename when you print). The "Save As" option is usually preserved (it can provide hyperlinks, a clickable table of contents, etc) but the "print" option has the charming property that it works with any program that can print.
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You don't need elliptical orbits. Two high altitude polar orbits at 90° will do the trick. As long as they're at 90° angles, the laws of geometry dictate that if one of them is blocked, the other one is visible. With all the tracking stations on Kerbin you don't even need the equatorial one. On a side note, you don't geostationary satellites in RT either. A ring of three of four equatorial satellites (evenly spaced) will do the trick. One of them will always be over the horizon of the KSC. Aside from that, thank you for writing the manual. Well done!
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Why isn't my mun periapsis showing on encounter?
Kerbart replied to BrandonM's topic in KSP1 Gameplay Questions and Tutorials
One could burn. In pretty much any direction that is not directly pointed at the Mun, although those directions that are in the plane that is perpendicular to the collision course have a reputation of being particularly effective. -
Well, no updates and no forum... that's what happens when Squad runs out of money. That's preferred over paying for content, at one point in time?
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Kerbart replied to cybutek's topic in KSP1 Mod Releases
The inquiry was about functionality that KAC does provide: Granted, if more hand-holding is needed, KAC cannot provide that functionality and Transfer Window Planner is a good addition (although it still used the horrible Jet color scheme, *cough*). But if you merely want to know how many days until a transfer window, KAC should be able to provide that. Or is that only when TWP is installed? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Kerbart replied to cybutek's topic in KSP1 Mod Releases
Kerbal Alarm Clock can give you that functionality (and if you're not using it... you should!) -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Kerbart replied to Nils277's topic in KSP1 Mod Releases
Just installed the 1.2 Beta. When the config setting separateFunctionFilter = True is activated, the KPBS parts do show up under their own category... but also under the various function categories (pods, utility, etc). So assigning to the custom category works; removing from the existing part categories doesn't. -
What's this? “The Romans, they go house?!” Here’s some lessons in Latin for those who preferred those hours in high school sleeping:
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@DasValdez uses the phrase “legit” all the time. He even has a emoji for it on his Twitch channel!