Fooblack
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Bottle Rocketeer
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Just had the same bug- the docking target was using the 1m lander can and the docking ship was using the OKTO probe core. Returning to space center and back resolves the issue here too, but the okto core being bug free is out, unfortunately. Other searches I've done indicate this may be a bug in Mechjeb.
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The person you're replying to judged a stranger out of folly and ignorance; you judge an entire community out of spite and anger. Which of you is righteous? None.
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The majority of the people interested in this mod aren't going to read the author's blog or know about his health problems, they just like the addon and want more. Wanting things and entitlement are not the same thing. Turn the smug down a couple notches.
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My favorite light hypersonic plane(stock except for the landing gear) with a single 225KN jet and 10 intakes can easily get over 2200 m/s, or about mach 6.5, at about 38KM before starting to run out of air. At this point, you hit two problems: First, the engines themselves. The higher you go, the less their maximum thrust. The higher you go, the more you have to choke them back to keep them from flaming out. More intakes help, but only to a point- there is an upper limit in the .cfg file; Whether you have one of them or a thousand of them, they will be unable to push *any* ship more than iirc 2500 m/s or so. Second, because Kerbin is so much smaller than Earth, even under mach 7, your craft is ballistic- if you do not constantly adjust your vector, you will sail right out of the atmosphere in a parabola. So, without modifying some .cfg files(meaning not fully stock) or using rockets(meaning not fully an aircraft,) my designs couldn't do it, and even if they could, you would have to make a concerted effort to keep it from becoming a missile. Someone else has probably done it though, check youtube.
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Man, this is really nice. Moved all RCS into Control and all air-breathing engines into Aero, subcategorized most of my categories. Over a hundred parts disabled. I was a little sketchy about using it considering how often it throws errors, but that's what backups are for. FYI; clicking "continue" on most of the unhandled exception errors doesn't seem to cause any problems and the program keeps running- which is good, because it throws a lot of them! Short little wish/bug list: - Being able to scroll using the scroll wheel, the background of the page doesn't seem to be focusable. - Dragging an object next to another which has been placed in a subcategory changes it to that subcategory instead of just moving it. - You know this, but the scroll box won't stay put when dragging a mod. Oddly, the FIRST time you move a part like this, it only scrolls up a little ways(but the scroll bar moves all the way to the top), but the SECOND time it scrolls all the way up. - If you edit an item's subcategory, and then click another item's subcategory box, the program highlights the new item's subcategory box, then moves the last edited part into the correct sort order. This removes the focus from the text box and sends it to the bottom of the list. Reversing the order of these actions by making the text field lose focus as soon as you click outside of it should fix that I think. Hitting enter after editing it produces the intended behavior and prevents this issue. - Related to this, pressing enter after entering a subcategory field greys it back out as intended. Double clicking another item's field, attempting to change category pages, clicking save, pressing tab, or any other method of taking focus away from it, leaves the field activated, interfering with the ability to drag a whole subcategory for any items that are not greyed out, as the activated text fields can't be dragged. All in all I'm finding this quite useful despite the errors, keep up the awesome work!
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KSPMM does use gamedata, just for some reason doesn't like this particular mod. It's strange. Installs fine when I manually paste the folder into gamedata; and it has the same folder tree as other mods that install perfectly with KSPMM. A corner case for KSPMM to look at, I think, not an issue with this mod. I submitted a bug report to their thread. Lots of neat little parts. I especially like the downwards-facing jet engines, I make little quadrotors out of them sometimes- I reduce the amount of thrust they produce for this, for better control. Also, the 1-3 lateral coupler is fantastic for space planes using the 1 jet 2 rocket motor configuration that's popular on small SSTOs. I also like your textures. Noticed a little bug- it's my understanding based on the ratio to your liquid fuel tank and your description, that the liquid oxygen tank is meant to be an oxidizer tank? If so, it's filled with liquid fuel by mistake.
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Got a corner case for you to look at. Nuke's mod seems to have the same folder structure as other mods that work fine with kspmm, but when attempting to use KSPMM to install it, it hangs at "scanning virtual KSP folder" and stops responding. The mod works fine if I just paste it into gamedata manually, so I'm thinking this is an issue with the mod manager.
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I can rename the "Squad" folder to "Stock" or "Default" or "Fahrvergnügen" and it will still work. Renaming any of the folders in this mod's tree breaks all components of it. My dislike of redundant folders is a trivial opinion that should not be mis-interpreted as being at issue here. That said, these kinds of changes are a non-issue on 99% of mods because of the way the folder hierarchy works. This is a corner case to be sure, but it's one that causes this mod to fail utterly when others handle gracefully. This flaw would also potentially affect anyone attempting to, under the rights given by the license, copy, modify or adapt parts of this mod. Would that be their fault too? The file organization in this mod needs working on, I stand by that statement. My workaround is now here in this thread for anyone having the same problem later on to find, and so I consider the matter settled.
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I found the issue. I was deleting the empty folder tier and placing "ProceduralFairings" directly into gamedata. Had to update the paths in the config files, since they had to use relative paths from gamedata instead of simple filenames due to there being no subfolders. Sorry, I need mod folders named for the actual mod so I can tell at a glance which folder goes to which mod. I'm not going to be able to memorize the names of the fictional companies which produced each mod that decides to do that.
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I tried installing this from spaceport, both manually and via mod admin. Nothing happened either time. You don't appear to have the correct folder structure. Tried fiddling with it but I don't know enough to fix it myself.
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Jools moon Pol broken?
Fooblack replied to Bunny Commander's topic in KSP1 Gameplay Questions and Tutorials
For a pilot landing on the ground of a world, the only number they want to know is exactly how far away the landing gear is vertically from the closest bit of dirt, whether it matches the geologically correct altitude reading or not. The in game altimeter currently isn't reliable for that because it's designed mainly to be useful for flying and orbiting. We need a laser rangefinder part or something. For example have it switched on when fine-control mode is activated. In this way it would also be a benefit in docking. -
Sending kerbal pets into orbit
Fooblack replied to Bilfr3d's topic in KSP1 Suggestions & Development Discussion
There's other effects worth studying, even now in real life. Sure, you can LIVE in space just fine. But what about long-term effects of kosmic radiation? Bone density and other physiological changes? In career mode, such tests would make an excellent early-game Science project. As I understand it, Science will be your source of income, and animals are much cheaper and lighter than people. And if life support ever gets fleshed out, that base you built on Duna is gonna need food. So either you can keep shipping it to them, or send them a hydroponics bay. But your space agency won't want to bother with the cost of that until you make sure the plants can survive the trip in a viable state, which will require putting them in orbit and bringing them back. So yes, biological experiment subjects could have a place in the game as sources of income and research advancement. -
I finally made an account here. I'm mainly going to be here giving feedback on mods, maybe learning to make one of my own, and trying to help people out.
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Sending kerbal pets into orbit
Fooblack replied to Bilfr3d's topic in KSP1 Suggestions & Development Discussion
And after a few tests involving the unfortunate but necessary sacrifice of several of kerbal's best friend, with animal rights breathing down their neck, Kerbin space command developed a re-useable robotic sensor package designed to determine the effects of given conditions on a small mammal without expensive life support or waste management systems. Or any more lawsuits. We'll call it the Light Artificial Intelligence Kanine Alternative... LAIKA -
Just a tip before this gets deleted, a lot of the parts you need can be fairly easily created yourself, if you haven't already. Just copy an existing part and make a few changes to the part.cfg. Or for example: For this, a really easy way is to download Part Generator. Then, make a fuel tank with auto-oxidizer enabled, and enter in about how much extra jet fuel you're endign up with after your spaceplane makes it to orbit. Then, disable the auto-ratio and set the fuel to 0. You can specify the shape and, within limits, the size of the part, and the texture.