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mindstalker

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Everything posted by mindstalker

  1. Yeah just remove the current kerbalism and kerbalismconfig folders and replace with the ones in the compiled download. I haven't seen any bugs. There are some new features that aren't fully fleshed out though
  2. Have you tried a Dev branch as mentioned a few post back? The current release 3.0.2 was made before breaking ground came out.
  3. Possibly. They stated in one of their interviews that the orbital mechanics of non Kerbol systems will be different than those of Kerbol. They wanted scenarios where landing different solar system to be a unique challenge. I'm guessing not N-body but possibly 3 or 4 body.
  4. One positive is it appears they are working with Unity employees from the start. KSP initially had no input from Unity regarding best practices.
  5. Having issues with things like BEEP experiment. It's biome specific but it's not possible to stay in one biome in space low for a year. It keeps resetting every time I cross biomes instead of continuing where it left off. Am I missing something??
  6. Yes look in settings.cfg in kerbalism mod folder. Change science to false. Make sure your craft batteries never dip to 0 when running real time. It seriously slows down your progression when in high timewarp.
  7. Wait for a Kerbalism released for 1.7.2 or .3 . Not sure if its storing it as a sample or as science. Its possible that if you turn off your antenna and don't allow it to transmit the stone, you might be able to bring it back?? I don't know.
  8. The FLOAT experiment isn't working when its running in the background. If I go to Tracking Station or controlling another vesicle, let a bunch of days pass then come back to my FLOAT experiment, no time has passed :(. Running KSP 1.7.2. FLOAT time is passing when I'm actively focused on the vesicle. Edit: I take that back, it is passing, just 1/6th the rate or so.
  9. I'm not sure what you would use the data storage for, but science and maybe sciencedialog as should fix it back to the original science system. https://kerbalism.readthedocs.io/en/latest/settings.html
  10. It's automatic, if you inside Kerbin system you don't need an antenna. Time has to pass and you'll get a message that you station transmitted XX science.
  11. Noticed that in the new DLC I can't complete "pickup mun stone" contract with Kerbalism. It converts the min stone into data and doesn't register its return to kerbin.
  12. What pod are you using? mk1 comes with a harddrive. I'm not sure, if the Making History circular pods come with harddrives.
  13. They are apparently working on it. The issue is that Unity has a rotational limit. Any fixes will have to fake a faster rotation somehow. Likely a separate propeller part that blurs the rotations and simulates the effect.
  14. Whoho, looks like they pushed the 1.7.2 update AND fixed the math on how often surface features appear. Maybe I will finally be able to find that Green sandstone after all!
  15. Ok, I saw on the steam db that it the game and expansion was updated, but I still don't see either updates actually available to my client? Is this a slow rollout?
  16. According to Steam they updated Breaking Ground a few hours ago, and the base game a few minutes ago. Try redownloading.
  17. Maybe if just Kerbnet shows you the actual biome that the object actually exist in. The Contract specifies that they may be in one of several biomes, Kerbnet could confirm that yes, this rock in in This particular plain/crater/etc, perhaps with some density estimate as well.
  18. It exist, but its so rare that there may be 3 or 4 on the entire planet. I consider this a bug. They are only really findable using cheats. This might make sense in a late game scenario, but its generally the first or one of the first such type contracts offered and totally messes up gameplay flow.
  19. Yes. I spent most of yesterday trying to find a sandstone on Minmus with no luck. Eventually I found a few using the RocFinder, but was just using it to guage how difficult. I can't find a setting that allows me to see the sandstone farther than 200m . After a few passes of trying to find the sandstone that I knew where it was pretending I didn't, I gave up. My plan was to get an idea of how to find them and go back and do it for real. Canceled the contract, as its simply not worth it, at least for my crappy monitor. Not sure.
  20. I'm pretty sure that was added when asteroids were added to the game. Its likely also used for the old scatter and Easter eggs later as well.
  21. Yes, at this point I'd almost consider this a bug. The green sandstone exist, but there seems to be just 1 or 2 on the entire planet and next to impossible to find without using cheats. As its the first or one of the first contracts of this type offered its difficulty level far outweights its payout and its timing in the game. Increase the frequency of green sandstones by 10X at least.
  22. And of course, if the new surface features DO break your base, just to the backup of your save (you do have your saves backed up right?), and change the ROCseed to a different number. If you have so many ground bases that this requires more than 1 revert, you are a God of ground bases and you win at Kerbal, now go find something else to do with your life.
  23. If they ever do officially make airplane rotors a part, seems like they could simply make them visually spin at some value lower then 500rpms while providing trust aerodynamic of a multiplier above that. So visually going 500rpms but acting as if going 1500rpms.
  24. Yeah, they stated several times that the surface features (like ice volcanoes and stuff) that come with this update won't appear in old saves because of the potential to destroy surface bases you might have. I wish there was an opt in for it, but currently there is not.
  25. Highly detailed terrain on the Mun, Minmus and add a few Gilly sized rocks in Kerbin system that are also detailed. The main thing that I hate about going to Duna is the time sink. Hrm.. Mod idea..
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