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Boomerang

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Everything posted by Boomerang

  1. I'll post this here, rather than in the main KER thread since I've just started using the most recent (19/07/2014 21:06 GMT) version from this thread, and also because it seems like more of a technical thread. First off, that patch did fix my problem of the KER icon not being available via Blizzy's toolbar in the SPH, so thanks for that! Second, this is a problem that I had with the standard .24 Toolbar, as well as the patch from this thread. When I first launch a vessel, the KER menu displays fine, either with any of the tabs open if they've been left that way, or with all the tabs collasped, as they would be otherwise. Perfectly standard, looking the way I would expect them to from all my previous uses of KER. However, once physics loads, if any of the KER tabs are expanded, they disappear, as do the buttons for the tabs themselves, leaving only a strange and useless grey bar. If all of the KER tabs are collapsed upon physics load, then it looks fine until you click on one of them, then you get the above problem. I'll post pictures below. I am running quite a few mods, but nothing I haven't run with KER before and nothing that isn't updated or compatible with .24. Running OSX, if that helps. And any help with regards to this problem would be much appreciated. Thanks! Edit: After more playing around with it, this only happens with the 'Surface' menu, the other three seem to work fine. And once the bug with the surface menu happens, it heavily spams my debug menu with: [Exception]: ArgumentException: GUILayout: Mismatched LayoutGroup.Repaint [Exception]: IndexOutOfRangeException: Array index is out of range. Pre-physics load Post-physics load The result of clicking the seemingly functional buttons if the menus are all collapsed upon physics load.
  2. Your last sentence is key. Given enough delta v, you can get just about anywhere by leaving at any time that you like. But the launch windows are calculating when the most efficient time to perform a transfer is. This doesn't matter much within the Kerbin system, you can usually eyeball going to the Mun and Minmus if you know what you're doing, but in order to launch yourself on a transfer to another planet, the location of Kerbin in relation to your target, as well as your position in orbit around Kerbin makes a huge difference in efficiency.
  3. Can anyone confirm that the .23.5 version works fine in 32 bit .24? I'm running OSX so 64 bit isn't going to be any sort of problem this update. I'm anxious to rebuild a lot of my favourite crafts but I don't want to jump the gun.
  4. Yup, tried it myself. Worked fine on the launchpad anyway. Can't imagine there was much that would have broken it in this update anyway.
  5. So are the new storage capacities based on how much of a given resource should be able to fit within the dimensions of the various containers? Because having the single-resource containers being balanced against each other neither for mass nor the duration of their supplies is just kinda weird. But I guess I get it if it was supposed to be more realistic.
  6. Can anyone working on the next version of RT2 comment on whether it'll be save-breaking if we start new .24 saves using the current version of RT2?
  7. You need to ignite the booster via staging while it's at the proper altitude and speed. It's not enough to already have the booster running as it reaches the target zone.
  8. I'll admit that I don't really understand the appeal of either doing the streaming or watching it, for any game, but I can't imagine for that KSP lends itself to it, as others have said. There's a reason certain videomakers are more popular - they're good at parsing down their content to the important bits. No one would seriously watch a series of 7 hour videos of someone setting up a colony over a couple days and I can't imagine they'd want to watch it live either. Better to see the good bits, either for straight entertainment value, or to take whatever inspiration there is to be had and jump right back into your own game.
  9. It's gotten to the point where I get the 502 a few times a day and it's starting to cut into how much time I want to spend on the forum. I like to check new posts and open a bunch of tabs to read them one after another and it sucks to look up and see the error title over and over.
  10. You'll quickly learn to quicksave often if you're doing much traveling via rover anywhere. Between flipping over on random bits of invisible terrain and the various bugs regarding Kerbals getting stuck in command seats/becoming catatonic/becoming debris, being able to quickload is rather helpful. Also, if you're new to the Mun, I think you're under estimating how long you're going to spend driving from biome to biome, even if you have an efficient route to do it with. You really would be better off with a highly-efficient, light craft that can take off and land multiple times.
  11. I'll second the idea of adding a large battery pack in the future. Even if it's got the same 4k capacity as the big stock ones, maybe make it radial, like the 400EC ones. Overall I enjoy this quite a bit for someone who doesn't usually have much interest in near-future sort of tech, let alone pure sci-fi. Thinking maybe I'll roleplay it as extremely risky emergency tech. Keep a beacon around Minmus and have an emergency escape ship in high orbit around Duna/Laythe. Have the jump drive at the end of a long structural piece to separate it from the crew compartment, a la Event Horizon. In case of massive life support failure at a distant colony and such. Edit: Also, I wouldn't worry too much about making the ground platform work. Even though this is deep into the realm of scifi/handwavium, being able to jump from Kerbin orbit to orbit elsewhere is just fine by me. I like the idea of not being able to use it in atmosphere/upon the surface for safety reasons or the like, plus then you still need a system to land whatever you're transporting.
  12. Way to sound like every pointless media shill over the past 3 weeks.
  13. Never mind that your estimate is way off. My own average is probably 8-12 struts/craft. With all the dev time that's gone into .24, I imagine that quite an effort was put towards balancing the costs of everything.
  14. Thank you very much! Also, while I'm pestering everyone, is there a reason that I can't get the FF icon to show up in the Toolbar in the SPH? It works fine everywhere else and I have in fact told Toolbar to show it, so I don't know what's up with that.
  15. And how does one go about doing that? I've nosed about the files and I haven't come across any sort of cfg file where I could make manual edits.
  16. If you scroll very slowly through that with the right arrow key, it's like you're watching it live!
  17. I'm using whichever version was listed at the stable one in the OP and I'm wondering if the ribbons at the end of the list actually work or if they're just there for fun? The ones about courage and chief science officers and the like? The wings ribbons is down there and it's not being awarded for piloting/landing flights, so...?
  18. The adapters are mostly aesthetic pieces anyway, but you can use those on almost anything. I use the flat ones an awful lot just to make joints between different sized parts smoother. The girder and plates and such are more structural components for non-rocket things, so if you mostly build rocks, then no, you're not going to use them much. Personally I use the hollow girders left right and center for framing on rovers, immobile legs on base parts, and extension parts on stations. The big plates can be used as skins for crafts or sturdy bases for rovers and such. The I-beams I don't personally have much use for, but if you're building heavy landers they can be strung together to make long, stiff landing legs, among other things.
  19. Eh, no thanks, personally. There's a fuel gauge beside the staging icons. That's enough for beginners. Someone picking up the game for the first time isn't going to be looking to build something to within +/- 50 delta v tolerances for what they're doing. By the time you figure that sort of stuff out, you can get Kerbal Engineer, VOID, MJ, whatever floats you boat to give you all that sort of information. And I really do think throwing all that info at newbies wouldn't be helpful. And just being told when I'm going to run out of fuel isn't very helpful if I'm already in the middle of doing a burn and there's nothing I can do about it, and it also takes some of the suspense away, as others have said.
  20. Just had about a minute's worth of them around 7:38pm CST. They have been cropping up more frequently...
  21. Forgive me if I missed anyone going into any more detail on this, but I noticed mention of efforts to make future versions of RT2 more compatible with kOS with regards to the flight computer. And I was wondering if there are plans, even if they're far off, to improve the flight computer to the point where using kOS wouldn't be necessary for more advanced planned piloting, or if it's going to be left as is for now. I ask because I've looked into kOS and it's not really my cup of tea, but on the other hand, l'd like to be able to play with signal delay enabled as well.
  22. I've always tackled that by having one launch vehicle carry all three or four satellites for an inital network. Use a fairly steep ascent profile so that you can circularize before you lose LoS with KSC. Then, when you reestablish contact with KSC after one orbit, push your apoapsis out to Kerbin-stationary orbit. Then you just have to wait until your apoapsis has LoS with KSC again (should only take a couple orbits at most), raise your periapsis to whatever altitude you need for a correct deployment period, then start deployment. Your first satellite should always have a line of sight to KSC, so your second satellite should have a link to the first, etc.
  23. Silly request, but is there a way to allow kerbals to ignite separtrons while on EVA? I've added the grab module to the motors and I can move them around and store them like any other part, even ignite them (to zero effect) while being carried upon a kerbal's back, but there's no option to start the motor once they're attached to something, as opposed to dishes and antennas and the like that you can open while on EVA. I don't know if KAS even covers that sort of behavior or not, but if there's a fairly simple way to do it, I'd like to know. And if not, that's fine, it's mostly just to goof around with anyway.
  24. Like others have said, this is pretty much firmly in the realm of science fiction. Of course there could be strange things that we don't have any understanding of, but failing to understand how something like that could exist kinda precludes us from being able to prevent it being spread. At least beyond the usual clean-room procedures that would otherwise serve to prevent the returned samples from Earthbound contamination. I just think it would be very difficult for a space-bug that was somehow chemically/biologically similar enough to us to not only infect humans but produce wide-spread havoc and be able to A: Survive in interplanetary/interstellar space and B: Be able to spread and kill in any more of a unique/deadly fashion than anything we already have on Earth.
  25. This is my favorite. There are cargo frames and adapters as well, but you'd be most interested in the 2.5m and 3.75m sizes. They're both slightly wider than their stock sizes (so you could fit a 2.5m tank in the 2.5m bay), but also both round and I don't know if that will keep you from using them. But I think they're great. http://forum.kerbalspaceprogram.com/threads/77505-Cargo-Transportation-Solutions-%28WIP%29 Spaceplace Plus also has a couple cargo bay parts, but those are smaller and of a more specific shape.
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