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Everything posted by Sheppard
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Building a stock Torus
Sheppard replied to Sheppard's topic in KSP1 Gameplay Questions and Tutorials
Ok, I'll give it a try with docking ports, seems more elegant than strutting. Hopefully I can place the docking ports in the right position. -
Hello everyone, I've been searching on the forums for a way to build a stock torus and couldn't really find a good enough guide. I tried building one with a Mk2 crew cabin and a Mk2 fuel tank, by repeating that pair and rotating it by the same amount each time. And I got this: Now comes the tricky part: how do you get the last component to attach to the first one? Otherwise the ends are loose and the whole thing falls apart. I have marked with a red circle the attachment nodes that appear free, from the first and last component. I have also tried to attach some girders and struts there but it won't hold. Any advice on completing the circle? Am I doing something wrong in the building process? Thanks in advance for the tips!
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Bothering Magic Boulder [pic heavy - SPOILERS]
Sheppard replied to Brotoro's topic in KSP1 Mission Reports
I got this EVA Report from Ike's South Pole: http://steamcommunity.com/sharedfiles/filedetails/?id=526918477 Could it be back? -
Targeted Landing advice
Sheppard replied to jfjohnny5's topic in KSP1 Gameplay Questions and Tutorials
Set your suborbital trajectory to get as close as possible above the target (a few km). Above the target set a maneuver node to kill your lateral velocity (that way you know when to start the burn). Now you should be dropping pretty much above your target. You can fine tune the rest on the descent. -
Inexplicable sudden overheating
Sheppard replied to OmegaT's topic in KSP1 Gameplay Questions and Tutorials
Seems to be a stock bug. Anyways, here is the solution: http://forum.kerbalspaceprogram.com/threads/126664-MAJOR-Heating-Bug?p=2072776&viewfull=1#post2072776 -
With Better Atmospheres Mod: http://forum.kerbalspaceprogram.com/threads/77523-0-23-5-Better-Atmospheres-V4-April-23rd-2014
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No reentry heat and aero effects
Sheppard replied to Sheppard's topic in KSP1 Technical Support (PC, modded installs)
Deleting RSS and modulemanager.physics fixed everything. Many thanks for the help! -
Hello, I'm playing KSP for a while now and have been using the Better Atmospheres mod (http://forum.kerbalspaceprogram.com/threads/77523-0-23-5-Better-Atmospheres-V4-April-23rd-2014) since 0.22 I think. I have come to like and grow accustomed to seeing beautiful clouds, mists, auroras, rings etc. So my question: are there more aesthetically pleasing mods, better looking ones, that work great with 1.0.4? I've come across this one and am curious to try it: http://forum.kerbalspaceprogram.com/threads/102145-0-25-Astronomer-s-Visual-Pack-Interstellar-V2 Any other suggestions? PS: I'm not using Real Solar System
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WIP - Environmental Visual Enhancements Development
Sheppard replied to rbray89's topic in KSP1 Mod Development
Any news on an "official" release date for the update? -
No reentry heat and aero effects
Sheppard replied to Sheppard's topic in KSP1 Technical Support (PC, modded installs)
And what should I do with Modulemanager.Physics after deleting RSS? Should I delete that as well? -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Sheppard replied to Thesonicgalaxy's topic in KSP1 Mod Releases
RSS got an update. EVE has also gotten some updates: http://forum.kerbalspaceprogram.com/threads/100857-WIP-EVE-%28Environmental-Visual-Enhancements%29-Overhaul/page44 Will there be one for Better Atmospheres as well? -
No reentry heat and aero effects
Sheppard replied to Sheppard's topic in KSP1 Technical Support (PC, modded installs)
I'm using RSS only as a dependency for Better Atmospheres (http://forum.kerbalspaceprogram.com/threads/77523-0-23-5-Better-Atmospheres-V4-April-23rd-2014). With Kopernicus also installed I had no planet textures. So I just deleted the Kopernicus folder (Better Atmospheres does not use Kopernicus, at least not now). Guess I'll try to download RSS again and the files from Better Atmospheres. Hope it will work, because I really like those clouds, auroras and mists. Or should I just delete Modulemanager.Physics? -
No reentry heat and aero effects
Sheppard replied to Sheppard's topic in KSP1 Technical Support (PC, modded installs)
I did not mess with the any parameter regarding aero. Only with conduction. And after that I replaced the Physics.cfg file. I do not understand why the database from Modulemanager.Physics is different from Physics.cfg. -
Hello, I'm running the Steam version of KSP. Here is the list of my mods, all up-to-date: For a couple of days now I'm not getting reeentry heat. I'm also not getting any aero effects. For some reason, even after replacing the Physics.cfg file with the original one (fro the Linux thread and also tried by redownloading it with Steam), my convection factor is being reset to 1.100, instead of 6.000; it only happens after entering my saved game. In the main menu, the convection factor is 6.000. That is what I noticed. I have set the Physics.cfg file to read-only after replacing it and the convection factor was still 1.100 instead of 6.000 after entering my save-game. Here are my files (Physics.cfg, Modulemanager.Physics, some screenshots, settings.cfg): http://www.4shared.com/get/ORNmZ6Lxce/KSP_files.html Everything was fine with aero and heat effects until a few days ago. I also encountered a heating bug, in which a component would suddenly overheat and explode. It was suggested to change conduction to 1 and back to normal and it fixed the bug. I think after that the aero and reentry heat broke. Here is the topic with the bug if it helps: http://forum.kerbalspaceprogram.com/threads/126664-MAJOR-Heating-Bug?p=2069825&viewfull=1#post2069825 PS: It seems that in the alt+F12 menu, the database used for physics was modulemanager.physics, instead of physics.cfg. Just loaded the physics.cfg file and everything seems to work, for now. Problem is that every time I load my save-game, modulemanager.physics is being used instead of physics.cfg and I have to manually load physics.cfg. How can I change modulemanager.physics to use the same parameters as physics.cfg?
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No atmospheric/reentry effects
Sheppard replied to maverik83's topic in KSP1 Technical Support (PC, unmodded installs)
Ok, will do, thanks! -
No atmospheric/reentry effects
Sheppard replied to maverik83's topic in KSP1 Technical Support (PC, unmodded installs)
Hello, I'm having the same issue. I'm also not getting any aero effects. For some reason, even after replacing the Physics.cfg file with the one in the link, my convection factor is being reset to 1.100, instead of 6.000; it only happens after entering my saved game. In the main menu, the convection factor is 6.000. That is what I noticed. I have set the Physics.cfg file to read-only after replacing it and the convection factor was still 1.100 instead of 6.000 I'm running the Steam version of KSP. Here are my files: http://www.4shared.com/get/ORNmZ6Lxce/KSP_files.html Everything was fine with aero and heat effecs until now. I also encountered a heating bug, in which a component would suddenly overheat and explode. It was suggested to change conduction to 1 and back to normal and it fixed the bug. I think after that the aero and reentry heat broke. Here is the topic with the bug if it helps: http://forum.kerbalspaceprogram.com/threads/126664-MAJOR-Heating-Bug?p=2069825&viewfull=1#post2069825 EDIT: It seems that in the alt+F12 menu, the database used for physics was modulemanager.physics, instead of physics.cfg. Just loaded the physics.cfg file and everything seems to work, for now. Problem is that every time I oad my save-game, modulemanager.physics is being used instead of physics.cfg and I have to manually load physics.cfg. How can I change modulemanager.physics to use the same parameters as physics.cfg? -
Overheating glitch?
Sheppard replied to yorshee's topic in KSP1 Technical Support (PC, modded installs)
A fix, at least for me: http://forum.kerbalspaceprogram.com/threads/126664-MAJOR-Heating-Bug/page4 Setting Conduction to 1 WORKED! No more crazy overheating out of the blue. I did some maneuvers, placed the station in another orbit, did some science, EVA's and set back the conduction to the default value of 20.000, and nothing exploded or overheated. Many thanks! Me and my Kerbonauts are forever grateful! Danger averted. -
MAJOR Heating Bug
Sheppard replied to davidy12's topic in KSP1 Technical Support (PC, modded installs)
Setting Conduction to 1 WORKED! No more crazy overheating out of the blue. I did some maneuvers, placed the station in another orbit, did some science, EVA's and set back the conduction to the default value of 20.000, and nothing exploded or overheated. Many thanks! Me and my Kerbonauts are forever grateful! Danger averted. -
MAJOR Heating Bug
Sheppard replied to davidy12's topic in KSP1 Technical Support (PC, modded installs)
Tried to rendezvous a small probe with the glitched station. The SAS module will still overheat and explode at about 160m from the target. Damn it! I really need that bloody station in one piece -
Overheating glitch?
Sheppard replied to yorshee's topic in KSP1 Technical Support (PC, modded installs)
I have this issue with a large SAS unit, others with batteries, stuff inside fairings or struts. It isn't related to a particular part or mod. -
MAJOR Heating Bug
Sheppard replied to davidy12's topic in KSP1 Technical Support (PC, modded installs)
Just a thougt here, but can you edit the ship in the save file, so that the SAS module that is overheating is being replaced by another part, a fuel tank for example? Might fix the problem, or not. -
MAJOR Heating Bug
Sheppard replied to davidy12's topic in KSP1 Technical Support (PC, modded installs)
I also noticed with the F11 temperature overlay that temperatures did indeed fluctuate. In my screenshot above, underneath the large SAS module that is generating the heat is a large adaptor. With the temperature overlay I noticed that the SAS module would overheat, moments after it would return to normal, but the adapter would overheat, and a second later return to normal values, while the SAS would overheat again and eventually explode. -
Overheating glitch?
Sheppard replied to yorshee's topic in KSP1 Technical Support (PC, modded installs)
Same reports here: http://forum.kerbalspaceprogram.com/threads/126664-MAJOR-Heating-Bug Happened for me today with a brand new ship, x32, Steam version. My faulty part is a SAS-module; tears my station around the Mun in half. It seems to be a pretty common bug. No solution yet, as far as I know. -
MAJOR Heating Bug
Sheppard replied to davidy12's topic in KSP1 Technical Support (PC, modded installs)
I had today the same problem. Everything was fine until today. I do not have FAR installed. I was orbiting the Mun and tried to execute a burn. Before any engine was activated or fired, one of the SAS-modules started to overheat like crazy. All components followed shortly when I ignored the overheat option from the chat menu. Tried to go back to another ship, to the space center, nothing worked. Reloading my quicksave moments before the SAS starts overheating and explodes also does not fix anything. Other vessels are not affected. Time-warping makes the heat go away, but it reappears as soon as I go back to normal time. Also tried to edit the temperatures of the components of the ship from my save file - edited them to 0.something - and the SAS-module still generates heat like crazy afterwards. Here is a screenshot: Tried to delete Physics.cfg and PartDatabase.cfg and redownloaded it with Steam. Still doesn't fix my problem. Here are the save files and output log: http://www.4shared.com/get/uXaL9fpkce/Bug_files.html Here is my mod list - everything is up to date: I'm running the Steam version of KSP, 1.0.4, so everything is updated. Hopefully someone can help. It was quite difficult to launch the station in one piece and I would hate to loose it. Many thanks in advance!