chd
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
chd replied to RoverDude's topic in KSP1 Mod Releases
I'm learning MKS with USI-LS, and finding some of it difficult to get straight - is there more documentation than what's here and on the Github page? For example, disconnected bases -- does that happen automatically if the pieces are all within 150m, or does a certain part need to be present in order to enable sharing resources? And which resources are shared and which are not (Supplies, for example, appear not to be - unless I'm missing a needed piece). -
An update of sorts from your forum moderation team.
chd replied to Vanamonde's topic in Announcements
Backing up or scraping at least some of what's here seems like a priority now. If nothing else, there are a great many mods whose only documentation (as far as I know) lives here. -
Since there seems to be so much negativity, complaining, and dissatisfaction pervading the discussion of KSP2, I'm just going to throw out a Thank You to all the dev folks actually writing code and working on it. It's a lot easier to complain than to produce, so thank you to the people who are doing the work. It'll get there.
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Just jumped into the EA release for the firs time today. I apologize for not having read all of the 61 pages in this thread, but... yeah, bit of work still to do. It appears my HECS probe core is indestructible. I launched one up to about 230km, and then it fell back and slammed into the ground at something like 2000m/s, completely destroying everything... except the HECS core, which bounced about a dozen times before finally coming to rest a long way away. (Also, while it was bouncing the camera position dropped below the terrain mesh a couple or times, letting me see the underground star field.) I assume the blocky HUD graphics are just placeholders for now. I think I'll wait a bit before spending too much time with it for now...
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I'm missing a ship. I know this because (in addition to remembering building and launching it, etc.) I have an alarm clock entry for a maneuver node for it, but "switch to" doesn't do anything. Weird. Ok, go to the tracking station to look for it, and... I can't find it. Maybe KSP/The Kraken swallowed it for tribute, but barring that, is there log/debug data I can find that would let me know if I accidentally forgot to do something with it and it crashed into something or was otherwise destroyed? Maybe I set the alarm on a maneuver node that I didn't notice was on the far side of an encounter or something? No idea how far back this would have happened though, in game time, it was on a year+ run to Duna... Thanks!
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I'm finding EVA construction to be near useless. Maybe there are tricks that aren't documented or hinted at anywhere, but if so I haven't stumbled across them yet. Major problem: anytime I try to do any construction, sooner or later (almost always sooner) I move something a wrong way or across a bad spot or something, and suddenly everything explodes without warning. So, now I don't dare try to use it on anything I care at all about. Not useful. (I do have KJR installed, if that could be a factor.) Minor problem: the engineer's effective range is too short. This becomes the sort of challenge that is 100% hassle, 0% fun. Would still use for emergencies, except for the point above. Good idea. Needs a lot of fixing and adjustment before it's usable though. Is this just me?
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I've noticed that KSP still uses significant CPU (and more significant GPU) resources even when the game is paused. Anyone know what it is doing while it should be more or less doing nothing? Just curious, mostly. Astronomer's Visual Pack is probably the most GPU-intensive mod, but it shouldn't have anything to do when the paused; other than that I have MechJeb and some parts and textures mods (Near Future, ReStock+), and System Heat.
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Quick clarification question - what are the configurable action values? For example in the configuration, "SOI Alarm Action: 1" -- I'm assuming "1" means "warp goes to zero and display notification". What are the other possible values? For me I'm thinking "pause" rather than "drop out of warp" might work better, because I do a lot with MechJeb, and what happens often is that since MJ is executing the node, the alarm will drop the warp to 1x but then MJ will immediately ramp it back up again. Not a huge problem, but they are definitely having a little tiff.
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Stamp-o-tron Ground Anchor, what inventive uses have you found?
chd replied to tg626's topic in KSP1 Discussion
I find the docking port approach to be a serious PITA for anchoring bases (just as it is for assembling larger bases) because lining everything up is such a hassle. So far the approach that seems the most workable to me is to use the extendible crew tube that comes with Stockalike Station Parts (I think?) -- it's essentially an extendible klaw that looks like a jetway, and you can use it to hook parts together with much more flexibility. You still have to be pretty close, but you don't have to align nearly as closely. So with that, just build a pillar on top of a ground anchor, then extend the crew tube to it, and you're anchored. Stock game -- not convinced they're worth the trouble, but maybe. -
Thanks for the video link. That helps, but it still seems like it's not very flexible at all; you have to get your spacing dialed in pretty precisely before it will do you any good. Maybe I can hack together something more general with klaws and pistons though (I do have Breaking Ground). Thanks!
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Attaching parts with construction mode
chd replied to EmanonP's topic in KSP1 Gameplay Questions and Tutorials
It sounds like you got too far away from the container? You can only work with things that are pretty close, I think... 10 meters-ish, maybe? -
What are the options for using the new ground anchor? At first I thought this might be a good way to stop my bases/ships from jumping into the air whenever physics engages on a low gravity world like Gilly, but I'm not sure. It looks like they are meant to be attached to the ground, then you build something on top of it, then you put a docking port on that, and now finally you attach [whatever] to the anchor by docking with what you just built? Honestly that sounds like too much of a pain to be any fun, given how much of a complete hassle it is to line up docking ports for ground bases in the first place. Can I build a ground anchor and then just attach a strut between it and something nearby? Guess I should experiment, but suggestions welcome. Relatedly, can I now use EVA construction to connect base add-ons with struts? Hmmm.
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As one data point, I'm running -Next with KSP 1.11.1 with no issues so far. I have heard that there may be some problems with it and EVA construction, but I haven't run into them yet (but I've done very little EVA construction).
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Thanks all -- this makes sense. It's too bad there isn't a hybrid setting, "use RCS for translation only, use reaction wheels for rotation."