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biohazard15

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Everything posted by biohazard15

  1. 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:
  2. 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!
  3. 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.
  4. A question if I may: would the "Atlas revamp" break the current saves? Atlas is one of my primary rockets on my current save, and I kinda don't like to restart the game just for nice visuals.
  5. Hmm, I was never able to achieve orbit with BDB's Mercury-Redstone. Is there some serious rebalance? Or maybe I'm flying my M-R wrong?
  6. Congratulations with 1.0! Can you please explain in detail what does that means? I've used BDB on stock solar system in 1.1.3, and I've never considered it overpowered when compared to stock.
  7. 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"?
  8. 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.
  9. The worst of Bethesda-era Fallouts, if not the wors Fallout game ever. Simple quests, imbecile player character and, of course, sarcasm. But we can craft and build houses! Yay! *sarcasm end*
  10. 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
  11. 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 ()
  12. 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.
  13. Sounds interesting. Do you plan to support mods like OPM?
  14. 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.
  15. 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.
  16. 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.
  17. 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).
  18. 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.
  19. I have only one question for the forum team. WHY FIX THINGS THAT DO NOT NEED TO BE FIXED?
  20. "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)
  21. 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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