Bishop149
Members-
Posts
402 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Bishop149
-
I've never even bothered trying this TBH its easier just to launch 2 light shuttles at a time so the weight is always precisely balanced on the either side of the rocket, and you get twice the spaceship for your launch! The real spaceshuttle goes up with its own thrusters firing while still attched to the boosters / fueltank, so I assume this offset thrust is just enough to balance out its own weight. you could probably achieve something similar in KSP by setting the thrust limiters just so on the shuttles engines. . . . but would take a fair old bit of trial and error to get right.
-
Single most annoying thing about KSP IMO. . . In the VAB, say we have Part01 attached with trilateral symmetry, try to Part02 to it and its just WILL NOT go green on all three sides. . . usually 1 green, 2 red. Change Part01 to unilateral symmetry, attach Part02 with no problems, change Part01 back to trilateral symmetry with Part02 pre-attached and have absolutely no problems with anything going red. The amount of time I've lost to faffing around this must be huge! On a related note it would be very nice to be able to mix symmetries, i.e. have part with 6-fold symmetry and attach another part to them with trilateral symmetry, so the 2nd part is on every other instance of the first part. etc
-
Usually I'd 100% agree the onus is on a modder to maintain compatibility but I'd argue this case is a little different from usual, seeing as the flow in in the opposite direction. Squad are modifying someone else's work into the game rather that the other way round. As far as I can see there is absolutely no reason to make the changes they did have unless they have merely taking umbride at how someone else has chosen to name things. There is no gameplay / functionality reason to have done it as shown by the fact the mod worked perfectly well as an addon to 24.2. It just seems like a very very odd decision.
-
What would you want in the next update (0.90)?
Bishop149 replied to EvilotionCR2's topic in KSP1 Discussion
Make x64 work. Everything else I want is pretty much provided by mods. . . . I'd like to be able to run more! -
So I hear tell that Spaceplane Plus has been integrated into 0.25 in such a way that means those of us who were already using it are penalized by getting errors when loading up craft containing SP+ parts. This is because Squad saw fit to make oh so minor changes to the names by which the game refers to the parts, for example: I'd like to ask Squad why exactly they did this? In terms of game functionality it does absolutely naff all except to break the save and craft files of those of us already using the parts and is an issue it would have been simplicity itself to avoid. And please don't say it was to fit them in with some kind of Squad internal naming convention, I've poked around with enough of various file names / references in KSP to realise that there is no naming convention. . . at least not one with any kind of logical internal consistency!
-
They always did, I checked in 0.24.2 by keeping a close eye on the funds counter before and after recovering a bunch of such debris. Whilst I haven't 0.25ed yet (waiting on mods) I'm guessing you're now noticing because a window pops up telling you?
-
Well, that's a really stupid way to integrate a mod with the core game . . . I know lets do it in such a way that makes sure everyone already using it's craft files get screwed up!
-
I have a very weird issue when modding my Kerbals as described here: http://wiki.kerbalspaceprogram.com/wiki/Tutorial:Modifing_Kerbals Tried it twice now with the same results, I changed the "name "and "brave" and "dumb" of a couple of Kerbals, saved the file and loaded the game. Navitgating around KSP scene then became bugged as hell, couldn't click the VAB, some other building seemed ok, but their menus remained overlayed onto the KSP screen when I closed them. It basically became totally unusable. Fixed by restoring an unmodified version of the save file. I can't for the life of me work out how the few very minor changes I made to the parameters of specific Kerbs could have resulted in major screen loading errors!
-
I discovered that by combining a fusion reactor, a hybrid thermal turbojet / rocket (both from Interstellar) with some regular jet engines getting to Kerbin orbit becomes rather easy. . . I can now lift 70-80 tons to orbit in an SSTO with almost no lifting surfaces . . .
-
Installed yesterday, was about to report resources not showing properly. . . booted this morning to see there was an update to fix it. Excellent! More of this sort of thing. BTW the little mechanism that informs you that an update is available on game load is quite brilliant and IMO should almost be mandatory for all mods, can you spread the word of this functionality to other modders? Fairly few of the mods I have installed have anything like this and if they do you have to click something in a submenu to check for the updates.
-
parts [1.12.x] Asteroid Recycling Technologies
Bishop149 replied to RoverDude's topic in KSP1 Mod Releases
Ok, In my game at least water is quite a useful resource, fair old bit of it around and its a good fuel for thermal rocket nozzles (Interstellar Lite). So I made this: Cfg file changes are to very similar to the ones I posted here. Just swap out the word "Kethane" for "Water". -
parts [1.12.x] Asteroid Recycling Technologies
Bishop149 replied to RoverDude's topic in KSP1 Mod Releases
A few possible bug reports. The particle effect produces by the melt rock command appears to be streaming behind the 'roid like a contrail (See picture below) http://cloud-4.steampowered.com/ugc/52113253190640936/695723C91E7269ADC263C7186C5239C9BEE43D2F/ This only happens when timewarp is NOT engaged, switch it on and it looks normal, off and back etc. I also had a the orbit of the roid changing when the water converter was active, started in 25k circular orbit around Minmus, after converted ~100 units of rock to water found myself in a ~22km Pe / 36km Ap orbit. This issue however I could not replicate . . . I shunted back into 25km circular and did it again, change in orbit did not repeat itself. Note: Haven't updated to 0.51 yet, many other mods installed, Will provide list if requested. Also a question, As I see it the hatches act to provide the "Expand Space" option, converting empty space into space for whatever resource is encoded by the hatch in question. Is there any particular coding reason why a hatch couldn't do multiple resources simultaneously. I.e. an LF/Ox hatch. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Bishop149 replied to Arsonide's topic in KSP1 Mod Releases
Ok, I'm working on this. If you have no objections I will post up the modified config file for other to use once I've confirmed it works! -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Bishop149 replied to Arsonide's topic in KSP1 Mod Releases
Firstly excellent mod, greater variety of contracts is much needed. Was wondering how to activate Kethane ISRU missions? Had a look at the cfg file and I assume to activate them you simply increase the incidents number from 0 to something else but all the rest of it is talking about Karbonite. Don't have Karbonite installed, do have Kethane however. -
parts [1.12.x] Asteroid Recycling Technologies
Bishop149 replied to RoverDude's topic in KSP1 Mod Releases
Ok, so mow I'm trying to mod the .cfg file to make my new texture work properly and I don't think I've quite managed it. Below in quotes is what I'm trying and in red is the stuff I've added Nothing is dramatically wrong but the the image below highlights one issue in the VAB, area highlighted red is missing. Once launched however it seems fine. Main things I am unsure about is adding the ";4" under fueltanksetups and if I've got the resource name for Kethane right! -
parts [1.12.x] Asteroid Recycling Technologies
Bishop149 replied to RoverDude's topic in KSP1 Mod Releases
Well I took the initiative and had a go at making one, probably not perfect but anyone that wants it, feel free. -
Hi Fractal_UK, Glad you are back and OK. . . its always slightly worrying when a someone mysteriously goes silent all of a sudden! Can I just add to the voices asking for Tweakscale in future version. One of things I really like about Wavefunction's Lite version is the fact is seems to have a substantially reduce RAM usage in comparison to the your version, I kinda put this down to the reduced number of models (part packs always seem to jump up RAM usage the most!), there really is no reason to have 3 different models for the different reactor / other part sizes with tweakscale is there? I think this particular simplification on Waves part was a very good idea. . . . likewise with reducing 2 different refineries to the one etc. Also I have had no issues thus far with Wave's pricing model, all seem very consistent with the rest of the game, I'd suggest you take advantage of his experience tweaking costs! I do miss some of the greater complexity however. Uggg I guess if I wanna switch back to your version at some point in the future I'll have to restart career again?! Just my 2p
-
[old thread] Trajectories : atmospheric predictions
Bishop149 replied to Youen's topic in KSP1 Mod Releases
This mod generally works and is amazing, been looking for something like this for ages! Have some Rep! One slight issue, it doesn't seem to be 100% accurate in its predicted landing sites (but damn close and easily good enough!) was wondering if this might be because its factoring in drag from parachutes that haven't been deployed? Does it take chutes into account? If so when does it assumed the chutes deploy? I usually don't pop mine until 10km up at the earliest. -
parts [1.12.x] Asteroid Recycling Technologies
Bishop149 replied to RoverDude's topic in KSP1 Mod Releases
Enjoying this mod and thought I'd share the picture below. Five JAWS chews the rock faster! -
parts [1.12.x] Asteroid Recycling Technologies
Bishop149 replied to RoverDude's topic in KSP1 Mod Releases
Is there a Kethane texture for the fuel hatch? There appears to be pictures of one in the OP but not in the mod itself. Guess I could make one but would be easier if someone could point me to the ready made! -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Bishop149 replied to shaw's topic in KSP1 Mod Releases
Ah, got ya! Thanks -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Bishop149 replied to shaw's topic in KSP1 Mod Releases
How exactly does the female name detection work? More specifically, I assume that it uses some mechanism to detect the name and then assigns a suitable head, but my question really is how does it know which heads are the female ones? I presume there is a naming convention for the appropriate textures but there are lots of female head textures out there and no consistent naming convention that I can spot. What should I call my female head textures for it to work correctly? -
How exactly does the new pre-cooler work? Tried all sorts and can't seem to stop my engines overheating at anything approaching SSTO speed. I read somewhere that it might only work on in-line intake directly attached to it. If true this is extremely limiting, getting an SSTO to orbit usually requires radial intakes, or quite a lot of RAM scoops. . . . ALL of which require a cooler? The spaceplane + mod comes with a lovely radial intake which certainly doesn't seem to benefit from being attached to a pre-cooler. Perhaps try and fix this, especially as come the next version this mod will be part of the core game. Edit: Did some testing, 2 pre-coolers, 4 RAM scoops attached (one on each end of the cooler), 1 Turbojet. Link to craft pic below Got to ~30km up and 1650m/s (orbit) before engine exploded. That might JUST be good enough for an SSTO but a hideously inefficient one. Either I'm using these coolers wrong or Turbojet based SSTO's are nerfed to hell and back http://cloud-2.steampowered.com/ugc/52111985871660592/9BAC16DEAD05839B6E2A6710674CAD1F8E7C1A5F/
-
Having a look through this thread to try and get an idea of what has changed, it might help if someone could compile the changes into an easy to read factual FAQ rather than trawling through 40+ pages of mostly conflicting opinions! Prehaps I'll do it once I get well into the new version. Will try it out and see what I think, only comments pre-testing from what I've read here are: I can't help but feel that it seems beamed power networks have not been adequately considered when the changes were made. Most of the changes make a lot of sense in the context of on-board power, however the time and effort it requires to establish a good beamed power network is probably no longer worth it if the high end reactor outputs have been nerfed quite so comprehensively. I dunno I'll see how it pans out. My strongest feeling is that Antimatter tanks should not start full! The collection of antimatter before you could reap its benefits was an excellent gameplay mechanic / limitation. If WavefunctionP disagrees with me then how simple an effort would it be to mod them back to starting empty for my game at least? I look forward to trying the new version