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Everything posted by Boomerang
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Just not Majiir's bag. For good, bad or indifferent his works and the ones he stewards aren't going to be open source. Not trying to put you down or anything, but it's been discussed before and different people have different opinions about it, but they're works under his control and he's allowed to license them how he pleases and I really don't think that it's going to change. Just so you know.
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It sounds like you need a cause to shout about and you've just happened to have picked this one. Is the current system a bit thrown-together, ad hoc? Of course it is. Because outside of the forum structure provided by Squad and the two official hosts that have existed, the way the the entire system functions, between authors, hosts, and users, has been determined overtime by the choices and behavior of thousands and thousands of different people who have generally done what works best for them and others who share their immediate interests. It's a very organic system. It's far from perfect but it works very well for the people who use it and judging by the growing popularity of the game, it's easy enough for newcomers to figure out if they're willing to rub a few braincells together. If people dislike what you're saying, it's because you're shouting about this problem like it's going to be the downfall of the game and you're the first one to realize it. I think we're generally all aware of the short comings of how things are now, but for the most part, it works. And because of the thousands and thousands of people involved, no amount of wishful cat herding is going to change things in the way that you see fit. Edit: The whole 'let me help you!' along with the shouting is making you sound incredibly patronizing. This may not be your intent, but you talk as if the mod authors themselves are these poor, helpless souls in desperate need of your guidance. And I really don't think anything could be further from the truth. And condescending to some of the people who have the greatest knowledge of the community as well as experience with the entire process that you want to change isn't going to get you anywhere.
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As purely a user of mods, I have zero problem with the current system. I run a modded game. I know the dozen or so mods that are 'must-haves' for me if I'm starting a new save/game version. Googling the mod name+ksp is a bit of a silly way to find them, but that's because the forum search isn't much better than SpacePort's was. That's not an issue that the modders can control. And even now, when I'd say that I'm happy with the array of mods I have, I still occasionally find ones that are new to me via the forums or reddit. And I like that. I can understand the convenience of having one great depository that you could hunt through once for all your mods then be done with that process, but I think that takes the fun out of it. I'm pleased that the modders have options. And if you run adblock or something similar, you really shouldn't have any trouble from any of the hosts out there as far as ads/pop-ups. What difference does it make if I get one mod from Mediafire, one from Curse, another two from Dropbox? The forums are the best central location because of the space it creates for creators to showcase features and for users to post public feedback. Where things are hosted doesn't matter.
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Anyone have a patch that they find works in .24.2 x86? The patch I had that worked fine in .24.0 and .24.1 gives me the the container-breaking error and the 64 bit patch from JeffersonFlight fixes the containers, but anything that I try to pick up just slides off kerbals backs without ever attaching.
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My excitement for this was totally justified Parts look great and I love the concept. As far as suggestions, maybe the option to collapse the frame could be removed from the right-click list once the rover is assembled? Misclicking that and having all the other parts fall off and potentially explode into the terrain would suck. As far as parts, a large-ish battery pack in the same style as the other parts might be nice and I'd second the idea of a KAS container too. But even as-is, this is a great kit.
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This tends to happen when with more and more severity as you approach an eccentricity of zero because of floating-point errors in calculating your orbit. So if you've done a really good job of circularizing your orbit and the bouncing around is becoming problematic, you can either give it a minute to try and sort itself out (it might not) or make a very slight burn/RCS correction to make your orbit a little less circular. If this is happening to you on interplanetary trajectories, you'll get orbits that bounce in and out of your destination SoI because of the same sort of errors and generally the further out you are, the worse it is. It's also somewhat of a symptom of your trajectory just barely getting to your target. So if you can make your initial ejection burn a bit more accurate, to put you deeper into your target's SoI, your projected orbits will tend to be more stable.
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[24.2] Karbonite Ongoing Dev and Discussion
Boomerang replied to RoverDude's topic in KSP1 Mod Development
Except that it's not really bashing. It *is* an alternative to Kethane that is much more open with regards to what can be done with it. Because Kethane has been *the* name in fairly simple resource mods, it's totally fair for an up-and-comer to compare itself to Kethane so that people know what they're looking at from the title. It's good advertising, I think. "A cheerful, license friendly alternative to Kethane!" provides a lot more interest and information than, "Karbonite, the new resource mod!" Also, Roverdude's been nothing but professional and complimentary towards Majiir. And you can be that way without avoiding recent controversy or handling contentious issues with kid gloves. -
Why does it need to all be in the same place? I don't download from Curse if I can avoid it, but I don't flip .... if that's the only place someone decides to host their mod. I'm a fan of when someone keeps their work in multiple places so that if one service is down, there are other options. But really, whatever people want to use. Even when Spaceport was around there were still people who only hosted stuff on mediafire or github, etc. As long as the services work, I don't care if my mods come from a few different sites. Makes zero difference.
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For your second question, if you're looking to land on bodies with atmospheres without mod assistance, then a whole lot of trial and error is the ticket. You're always going to need to lead your target by making sure that your trajectory is beyond your landing point, because the atmosphere will rob of you of at least some of your velocity. The trouble is that depending on your initial velocity and your reentry angle, *how much* the atmosphere slows you down can vary a great deal. Though a reasonable rule of thumb if you're returning from Low Kerbin Orbit is to aim for a periapsis of around 30-35km right above KSC. That should drop you around the space center. Ish. Practice
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[24.2] Karbonite Ongoing Dev and Discussion
Boomerang replied to RoverDude's topic in KSP1 Mod Development
Much better, thanks. -
[24.2] Karbonite Ongoing Dev and Discussion
Boomerang replied to RoverDude's topic in KSP1 Mod Development
I'm just going to come back to this when it's configured for SCANsat out of the box. It's late and I just keep ping-ponging between threads. -
[24.2] Karbonite Ongoing Dev and Discussion
Boomerang replied to RoverDude's topic in KSP1 Mod Development
I'm in the same boat. Is there anyone who actually *can* see a Karbonite overlay on SCANsat maps? -
Thanks for the reply. And embarrassingly enough, after going back to check on what you inquired about (the fourth time I've reloaded this save to check on the problem) I was able to detach the problematic probe fairly normally. The staging icons still showed the two engine from the second probe that it was no longer attached to, but otherwise I was able to control and deorbit it. I'll chalk it up to a random bug.
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So I realize that I'm a bit late to the party, but I've just about ignored the claw part and the asteroids since .23.5. Just wasn't terribly interested them relative to other things I was doing. Because a C-class rock came into the Kerbin system with a nice periapsis, I figured I'd take a break from playing with bases and catch it. Everything goes fine and and I end up with a less-than-pretty orbit, but the orbit is low enough to keep out of the Mun's SoI. A few days later I send a second ARM probe with more fuel and better engines with the intention of transferring a little fuel to the first probe, deorbiting it, then tweaking the asteroid's orbit with the second, better probe. Everything goes fine again. Except that after transferring a little fuel and monoprop to the first probe, I go to release it from the rock and my screen falls a few hundred meters behind the asteroid, focused on seemingly empty space. The first probe *did* detach, drifting a couple meters from the asteroid, but I can't switch to it either via keys or the map view. The *name* of the original probe is in the map view, but when I switch focus to it, I end up looking at the empty spot trailing the asteroid. I can detach the second probe from the asteroid perfectly fine. Of course this means that I could just transfer most of the fuel to the first probe and do my orbital tweaking that way, but that doesn't fix my detachment problem. It seems to me like for whatever reason, the game isn't handling the separating of the asteroid and the original probe properly and it's behaving as though there was some lag in the process and the craft ended up trailing the asteroid. So it thinks the CoM of the probe is in empty space when it's actually right beside the asteroid. This leaves me with 'three' crafts: the asteroid, attached to the second probe; the original probe, detached beside the asteroid and upon which I cannot focus; and then a phantom craft trailing the other two, where the game *thinks* the original probe ought to be. Anyway, my question is essentially whether this sort of buggy behavior is still to be expected with the claw, or if perhaps there's something I've done to trigger the problem. I've got ways of working around the issue and honestly I'll just terminate all the flights and delete the asteroid from my save file if it's going to be a serious problem, but I'm curious.
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[24.2] Karbonite Ongoing Dev and Discussion
Boomerang replied to RoverDude's topic in KSP1 Mod Development
Right, I get the giant blaze-orange blobs in my game window, but I've been mucking about with Karbonite and SCANsat and it doesn't seem possible to obtain any sort of concentration map, let alone have it be persistent. Which is fine, it's in dev, but I hope in the future we won't have to go off of "oh, I think I remember there being a hotspot here..." -
Can we have challenges be subject to mod approval? It seems like a fairly solid percent of them come out like this.
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If you can get to the tracking station without focusing on the cloned vessels, you can just delete all the copies except the very first one. So if there's: KEOSat - A KEOSat - A KEOSat - A KEOSat - B KEOSat - C In the tracking list, just terminate the latter two KEOSat A. Not that this fixes the problem, but it'll keep you from breaking your save/having a cloud of debris.
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[24.2] Karbonite Ongoing Dev and Discussion
Boomerang replied to RoverDude's topic in KSP1 Mod Development
I asked this over in the SCANsat thread and I'm waiting for some feed back about a MM patch, but is it expected behavior that with the dev version of SCANsat that we have the option to display karbonite deposits put nothing ever actually shows up on the SCANsat maps? -
Here's where I confess that for my reasonable experience with editing cfg files, I've never made a MM patch myself. Would I save that as a specifically-titled cfg file someplace? Edit: I've looked through the Karbonite folders and I'm a bit out of my depth here, but there doesn't appear to be that sort of SCANsat-specific code either in the karbonite scanner cfg itself or in any other text files. I might be missing something though.
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So is anyone else using this dev version with Karbonite and not able to actually see the deposits on the SCANSat map? I've got the latest version and all the relevant options have been added to my SCANSat menus. I can select ORS vs Kethane resourses, I've selected Karbonite, and I've enabled the Karbonite option that appears on the big map along with all the other buttons. I've got a satellite with the Karbonite scanner in orbit and it's showing me the orange spheres that indicate concentrated deposits. But no matter what other settings I apply in the big map, it won't show me anything regarding Karbonite. I've switched between the types of scans and color/black & white and the map never changes, not even over areas that I've just orbited over with the scanner. And it's not throwing any sort of error in the debug menu. So I don't know if perhaps I've mis-installed something in either SCANSat or Karbonite/ORS. But if anyone knows what would cause this behavior, I'd love to know. Ditto if this would be better asked in the Karbonite thread.
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[24.2] Karbonite Ongoing Dev and Discussion
Boomerang replied to RoverDude's topic in KSP1 Mod Development
You need the dev version of SCANSat here: http://forum.kerbalspaceprogram.com/threads/80661-DEV-SCANsat-v7-0rc2-4-Real-Scanning-Real-Science-at-Warp-Speed!-Jun-17 Has Karbonite integration -
[24.2] Karbonite Ongoing Dev and Discussion
Boomerang replied to RoverDude's topic in KSP1 Mod Development
Just my two cents on the xenon issue: If this was being made specifically for my tastes, I'd like to see the converter produce only LF/Ox and monoprop. Keep xenon as an atmospheric resource or one that you just have to ship in from Kerbin. But, since people do want xenon produced from the converter, I've got no problem just making a few cuts to that part's cfg file and removing the option, as long as it's that simple.