biohazard15
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Everything posted by biohazard15
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Just found out that Blok-D assembly fits PERFECTLY into BDB's Apollo petal adapter. Which led to a rather thrilling rescue mission from Mun orbit - with Saturn IB + Blok D + Apollo. First, S-IB was barely able to reach 100-km orbit - leaving me with about 30 m\s dV. Second, Blok-D gave only about 75% of dV needed for Mun transfer - so I had to do a second burn. Not to mention the extraction maneuver and rather ingenious adapter (Blok-D's upper ring is 0.9375 and BDB Apollo's docking ring is 0.675, so I had to improvise. BDB's Gemini-inspired adapter went in juuust fine!). Anyway, total success, Nina Kerman is now safe. That's what I'm talking about:
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
biohazard15 replied to Pak's topic in KSP1 Mod Releases
I really, REALLY hate that "Force roll" thing. Until it appeared, you could simply adjust angle in VAB, engage autopilot and it did the rest. Since then - even if you disable it, it rolls your craft anyway. Quite awkward for rockets like Titan III, and shuttles became absolutely uncontrollable. Guess I simply launch my station(s) to zero inclination and fly shuttles semi-manually, then. Thanks, I'll try these!- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
biohazard15 replied to Pak's topic in KSP1 Mod Releases
Question: is it even possible to fly this shuttle with MechJeb? I'm talking about ascent, not reentry or landing. I've tried almost everything, but it seems CA shuttle simply cannot work with MJ.- 2,351 replies
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R.I.P.
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Haven't played KSP for quite some time and decided to try it again... ...aaand apparently there's another Soyuz revamp. That would be what, 5th or 6th time? Oh well... Anything craft-breaking coming? Can I use Tantares in my career and NOT get a sudden "Sorry, you need to scrap half of your ships because this particular thingie you loved to use is 0.00001mm smaller and thus incopatible"?
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KSP launches on XBox One, update on EU PS4 release
biohazard15 commented on KasperVld's article in Developer Articles
I'd like to see the sales figures... While I wish Squad the best luck for this endeavour, consoles are the worst platform to play KSP - there is no mods. It's like a paid demo of what can you get if you have a PC with a lot of RAM. -
I might be wrong, but shouldn't Luna probe have an integrated antenna?
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Here you go: https://drive.google.com/open?id=0B-l1kSh8cSSAS000WFU5blNwSFU Both KSP.log and output_log from KSP_x64_Data. What I did there: Created a new career save, with funds and science set to maximum via custom career options (I've also disabled decline penalty). Accepted "Launch first vessel" and "Collect science from Kerbin" contracts, created really simple "ship" (Mk1, RT-5, chute), launched, collected crew report, launched ship, recovered ship. Both contracts were completed. Went to the mission control and declined several contracts (various "get crew report below\above" etc). No bug. Accepted two remaining contracts ("Escape atmosphere" and "Orbit Kerbin"). Created another simple ship (Mk1, chute, some tanks from BlueDog mod, stock engine). Launched it to orbit. Both contracts were completed. Went to the mission control and started to decline contracts. Several declines later (about 6 or 7, I think) the bug appeared - instead of refreshing, the contracts started to disappear. Switched scenes several times, after each scene I went to the mission control to check. It seems that any switch to the 3D scene (VAB, SPH, tracking station, menu) gives you two or three contracts. If you switch to the active craft from the tracking station, it can give you more (probably just a coincidence). Exited game, uploaded both logs and wrote this
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I'm having a gamebreaking problem with DMOS mod. Mods list: Bluedog Design Bureau, CactEye, Contract Configurator (contract packs: Clever Sats, Bases and Stations, Tourism, Anomaly Surveyor), KIS, Kopernicus, Mechjeb, NearFuture (all packs), Final Frontier, Outer Planets Mod, RealPlume, SCANSat, Sigma Binary (for OPM), Tantares, TantaresLV, TarsierSpaceTech, Waypoint Manager. Most of the mods and dependencies are updated to the latest, 1.1.3-compatible versions. The problem: in Career mode, after I complete the initial four contracts, new contracts don't appear when I decline them. That might lead to no contracts at all. Switching scene (main menu, VAB, flight) might sometimes result in several contracts appearing. As soon as I delete DMOS from my install, the contracts work normal (even on the same save). If I delete every other mod (even MM) and leave only DMOS, contracts are still bugged. I have the following error in my log every time I switch buildings: [EXC 20:45:13.253] MissingMethodException: Method not found: 'FinePrint.Utilities.CelestialUtilities.GenerateOrbit'. Contracts.Contract.Generate (System.Type contractType, ContractPrestige difficulty, Int32 seed, State state) Contracts.ContractSystem.GenerateContract (Int32 seed, ContractPrestige difficulty, System.Type contractType) Contracts.ContractSystem.GenerateContract (System.Int32& seed, ContractPrestige difficulty) Contracts.ContractSystem.GenerateContracts (System.Int32& seed, ContractPrestige difficulty, Int32 count) Contracts.ContractSystem.RefreshContracts () Contracts.ContractSystem+<UpdateDaemon>c__Iterator81.MoveNext ()
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[KSP1.8] DMagic Module Science Animate V0.22 (11/2/19)
biohazard15 replied to DMagic's topic in KSP1 Mod Development
Having both this plugin and Orbital Science mod breaks the career mode. After completing the four starter contracts, they just stop refreshing when you decline them. You can get three or four contracts if you change scene or exit to main menu. I have the following error: [EXC 09:54:37.442] MissingMethodException: Method not found: 'FinePrint.Utilities.CelestialUtilities.GenerateOrbit'. Contracts.Contract.Generate (System.Type contractType, ContractPrestige difficulty, Int32 seed, State state) Contracts.ContractSystem.GenerateContract (Int32 seed, ContractPrestige difficulty, System.Type contractType) Contracts.ContractSystem.GenerateContract (System.Int32& seed, ContractPrestige difficulty) Contracts.ContractSystem.GenerateContracts (System.Int32& seed, ContractPrestige difficulty, Int32 count) Contracts.ContractSystem.RefreshContracts () Contracts.ContractSystem+<UpdateDaemon>c__Iterator81.MoveNext () Edit: Sorry, scratch that. I have only DMOS in my Gamedata and am still getting this error. -
[1.2] Kerbal Kommander: a new way to play KSP
biohazard15 replied to gagarinekerman's topic in KSP1 Mod Releases
Sounds interesting. Do you plan to support mods like OPM?- 275 replies
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1.1 64bit always crashing
biohazard15 replied to eroglu994's topic in KSP1 Technical Support (PC, modded installs)
Same thing here, both unmodded and modded 1.1.2 crashes randomly without any log. It happens both in VAB and in flight. i7-980X, 12Gb RAM, GTX Titan. -
Gave it a try in a new 1.1 career. The main and obvious problem is that the contracts are available right at the start - with no means to complete them. Not to mention that all the bases except KSC are closed.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
biohazard15 replied to SuicidalInsanity's topic in KSP1 Mod Releases
Found a small typo: "insanity" instead of "Insanity" in "manufacturer" field for F-4C and both D-ZZY engines. This prevents these parts from showing in Insanity Aerospace manufacturer tab.- 1,507 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
biohazard15 replied to AlphaAsh's topic in KSP1 Mod Releases
Probably not a bug, but I feel that spawn height for runways needs some tweak. Currently, it's kinda high, and some designs (namely the stock Mallard) tend to explode their landing gear on spawn. This is in 1.1 beta (and it maybe means that new stock small wheel is too fragile).- 2,488 replies
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If you think that broken links (ALL OF THEM) are "small difference" - well... I'm out of words. WRT rude: Yeh, I know, and I would probably get a ban for that. And I don't care. As I said earlier, they decided to fix the thing that actually worked. WRT "old forums broken": IDK about your browser, but I've used IEs (8,9,10), Firefox and Chrome to access the old forums - and I've encountered zero bugs.
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I have only one question for the forum team. WHY FIX THINGS THAT DO NOT NEED TO BE FIXED?
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"Let's update the forums just because we can!" Looks like they forgot the old saying: Do not fix something that is working perfectly. Other things: - The Sharik behaves... strangely when subjected to water. http://i.imgur.com/6mbZKZ6.png (BTW, no need to fix its aero bu adding Soyuz drag box. It was actually pretty fun to land it)
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Okay, so I haven't played much in last couple of months, waiting for 1.0.5... - Soyuz is still (STILL!!!) wildly (WILDLY!!!) overpowered. Too much thrust. Please stop making your engines so powerful. And no, "Tweak it" is not an answer. - Vostok cannot survive a sub-orbital hop (130 km) - the atmosphere can't slow it down. Not sure if intentional or accidental. - Some British engines sit at "Start" node. - Also, Soyuz engines has no smoke FX.
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