mindstalker
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Cost Scaling With Part Tweaking
mindstalker replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
Some mods like Kerbalism and I think Real Fuels allow you to use a lower quality engine that doesn't last as long in order to get a cheaper version. This engine uses a timer to determine ignition life of the engine during thrust manuevers, I don't think they change the speed of the timer based on percent thrust, but they could. -
KSP Loading... Content for consoles and PC coming soon!
mindstalker replied to SQUAD's topic in KSP1 The Daily Kerbal
Where do you see that? -
I'm so confused, this video is more than a year old regarding 1.5. ... I think he is saying he is going to release the newest version soon... I shouldn't look at gift horse in the mouth.
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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
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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.
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KSP Loading... Preview: Ike & Minmus revamp.
mindstalker replied to St4rdust's topic in KSP1 The Daily Kerbal
Watching any of these on my phone make the high quality images look worse than low quality. Its a good modern phone too. Nice to get to a PC and really see the difference. -
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.
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One positive is it appears they are working with Unity employees from the start. KSP initially had no input from Unity regarding best practices.
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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??
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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.
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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.
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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.
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KSP Loading... Preview: KAL-1000 Actions
mindstalker replied to St4rdust's topic in KSP1 The Daily Kerbal
Can we get conditional statements and sensor based inputs? -
KSP Loading... Preview: KAL-1000 Actions
mindstalker replied to St4rdust's topic in KSP1 The Daily Kerbal
No, just a carefully timed set of manuevers. Essentially, someone timed the actions that needed to happen on that exact size/shape ship, and set those timing to actions in the KAL controller. -
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
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There was a thread about this a while ago (I can look it up if you need to). Unity calculated friction in strange ways for non wheeled parts. Its supposed to just average the friction of the surface you are on with the friction of the part, but apparently that gives weird results frequently (no I don't know why). Specialized parts that have friction specifically programmed into them apparently work better.
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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.
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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.
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KSP Loading... Preview: 1.7.3 Same Vessel Interactions
mindstalker replied to St4rdust's topic in KSP1 The Daily Kerbal
We would need analog inputs to do that effectively. You CAN "trim" the controls for WASD (hold ALT while holding one of those keys), Maybe additional trims might be possible. If you have an analog joystick you can get a few more analog controls. I haven't play with it in a long time to say exactly what is possible at the moment though, -
What pod are you using? mk1 comes with a harddrive. I'm not sure, if the Making History circular pods come with harddrives.
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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.
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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!
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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?
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According to Steam they updated Breaking Ground a few hours ago, and the base game a few minutes ago. Try redownloading.
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