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Daveroski

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Everything posted by Daveroski

  1. I run linux Mint and all I have to do is dblclick the KSP.x86_64 file and it works (in as much as KSP can be called working). I stopped playing through Steam Aaaaages ago. When I first started using chatterer. It would crash sometimes on loading. When I stopped using Steam the game ran hundreds of percent better. My first bit of advice for people who play through Steam is... Don't.
  2. There are times when I'm testing Mk3 space planes particularly when I will have to use your MemGraph. I'm pretty sure that all the 'Return to Hangar' confuses it sometimes as after numerous test-flights it has crashed to DT mostly during a test-flight. Still best not discuss such things in this thread or it will get moved to modding discussions and I'd like to keep this in the Unmodded Tech Support forum so that the fingers keep pointing where they belong. I would have said what I said about Engineer to Cybutek but people sometimes don't understand when you giggle at them like a schoolgirl
  3. You could always score on [REDACTED] or even [REDACTED] but if anyone [REDACTED] then you can [REDACTED] all of their [REDACTED]
  4. I only send as many kerbals that are needed to do any work required of them. I only have a lot of kerbals in one place when they are ; 1. Somewhere to gain experience 2. Waiting to be selected for a mission at my station at Mimnus. 3. Are on their way in a transport to facilities which will enable 1 or 2.
  5. I just learned that it's not just me... Excellent! Love your Engineer mod in a completely unnatural 'my life isn't the same without it' kind of way.
  6. It's been a week and a half since the OP. I know someone is out there.. I can hear you breathing.
  7. I Like the look of this mod. Does it have any problems with Linux 64?
  8. Not at all. I am merely answering responses to things that I have said. As is my right and the very nature and heart of the internet. If mod makers didn't want to hear or respond to comments about their mods, they wouldn't. As the artists that many of them are, some are more temperamental than others and @TriggerAu seems quite reasonable especially when compared to many who ask for criticism and then have a tantrum when there is the slightest negativity. Some artists like their work to make their world a better place. Some are merely tagging the post office door. I believe @TriggerAu is in the former category. But when a developer actively requests user input other users can be out of place by responding as though the suggestions are anything other than that. I cannot and will not make demands of a guy who freely gives up his time to improve a game that we all love. I have made my suggestion and right now can't think of anything I'd like to add at this point. However I do reserve the right to respond to anyone who answers my posts because, as I see it, losing that right is akin to ripping the heart out of the purpose of the forum and indeed this thread.
  9. No. You misunderstand. Not cluttered for me the user. Cluttered fro KSP the software. Cycles taken up gathering unwanted data, Making changes to how KSP works seen or unseen by the user yet different enough that another mod expecting to do something similar now has problems. That somewhere in the depths of KSP's millions of lines of code something breaks then finding what is broken and what broke it becomes an issue.
  10. ManeuverQueue looks like it's going in the right direction. I'll certainly keep my eye on that one. I'll have to look at Flight Plan. In the end all I want from the mod is information in an easy to see display. A 'next node or SOI change' tiny window could be constantly displayed in flight mode so that the information is right there ALL the time. With the option to turn off the window if so desired. Such a mod would be discrete and easy to maintain. Then if the developer makes bolt-ons to add functions, I would be able to download the functions I wanted and in doing so keep my KSP as uncluttered as possible. Which in turn would make it easier for me to identify and report on any problems. 'Keeping It Simple' used to be the order of the day. Is that too much to ask for from our most excellent mod developers?
  11. Ahhh that.. We were read to from a book at school about Biggles he was a pilot. Ginger was his mate.
  12. But it is stock. Warp to Manoeuvre will warp you to 1 minute before your node.
  13. 1. The small one in front and the small one in back. 2. No, I try to avoid any clipping in all my builds. I put it where your large monoprop tank is and put your tank back onto that. 3. You are putting your cart ahead of your horse there Ginger.. as a rule things tend to work much better if you can see all of the little blue ball on the COL indicator but it should be aft of your COM. When you build a Spaceplane, no matter what size it is, your first objectives are building one that can get into orbit and get back again. Soooo.. getting To orbit you only need enough oxidiser to get to beyond the atmosphere to a point before your AP where the Nirvs can have enough time to circularise before you run out of sky. A good test for this is an ore tank or two. (grab an ore tank as your first item and engineer's report will tell you how much your craft , the ore tank weighs. Add ore, add weight) Getting back again means moving any and all remaining fuel to the front of the ship so that it is front heavy and so doesn't feel as needy about going down tail first. This is why a lot of people experience flipping on re-entry. When you design a plane and you are testing it, Be a Beast! make it burn a bit more than you usually would when hitting the thick stuff. When you are designing it remember the quirks of KSP. Open nodes cause more drag than they have any right to. Adding the weight of a nosecone to the back of an engine and then using the slidey too to slide it inside the engine so that you can't actually see it any more.(I hate clipping but reserve the right to be a hypocrite when circumstances are in my favour) It will bring the drag down to a more manageable range and some of those craft you were scratching your head over might actually perform a bit better. Any road up.. you don't want to have to read the book that this is turning into... so crack on! Chocks away Ginger!
  14. Oh my.. I almost forgot.. The Elevons. They are trying to turn the craft because the craft is moving slowly down the runway. The runway cambers slightly towards the hangar making your craft want to go right. Your SAS is very weak and so has to pile it on a bit to make a dent. SAS also controls the elevons in an effort to keep your craft pointing the same way. So when your craft is first loaded it drops down to the ground. You see in your navball that the craft is 'aware' of its orientation. If the navball hasn't settled down and you turn on SAS it can over compensate with the elevons. It is better to quickly turn on the brakes and let everything settle down just before you launch. Hardly anyone does this though including myself and I am fully aware of the problem.
  15. Sorry old boy but you are adrift again. The monoprop is 'in the boot' I clearly suggested losing Nirvs and replacing them with Rapiers.
  16. Despite being lumpy and camel like in it's gait on the ground it does lift of rather easily. I had to stick a big SAS behind your huge tank of Monoprop in the boot and a smaller one behind the Shielded Docking port on the front. I also moved all the wings back a bit so that your COL was behind your COM. As you drain fuel from that big front tank your COM falls backward. If you use that fuel and then come back into an atmosphere you will be wondering why it is flipping oven and over on the way down. Having fuel up front is good. I think your ratio of Nirvs to Rapiers is a bit too high to go hypersonic in this craft. I would lose a couple of Nirvs on each wing and replace them with rapiers making it 8 Rapiers to 4 Nirvs. Then you might be able to fill up those mid tanks on each wing so the extra Rapiers could use the fuel. Oh.. and I found it took off better if I disabled the steering in the rear and front wheels. I say.. do try and keep up.
  17. I am running 1.2.1 and of course the ship blew up on the runway. So I turned on unbreakable joints and managed to launch it in one lump. and after a few alterations even got it to fly. It needs a lot more SAS as it wants to nose down until it gets up to speed. I moved the wings back to get the COL back behind the COM as it wanted to do a flip as soon as it left the runway. I added nosecones to the tailends of all the engines to get rid of the drag from the open nodes from the engines (you can see it if you look at the top of your Nivs.) I changed your air intakes and put small round nosecones on in front. I didn't notice anything wrong with the elevons. They all reacted as expected.
  18. In the Debug window (Alt - f12 Windows) look for 'physics' and click that. Put a tick in the 'visualise autostuts' and then close the window.
  19. Look at the autostrut visualisation. If you have more than one 'heaviest part' then sometimes the autostrut connects in an asymetrical manner causing the veering you describe. It can cause some craft to rotate wile idle. SAS tries but fails to compensate.
  20. How about making a 'lite' version. Rip out everything but the Raw Time, Nodes and SOI's? A lot of us actually like the idea of playing vanilla but feel that a basic alarm clock is severely lacking in KSP. I suspect that a 'lite' version of KAC would be the only mod that many players use. Some would also add your fabulous transfer planner probably myself included as this is another 'obvious' neglect of squad. When one considers the actual game objectives - To build vessels to go to other planets and moons - then an alarm clock and window planner are really the only things missing. With the possible exception of a way to make docking ports align for making larger vessels in orbit. Extra parts and functions would then be gravy. The problem with a lot of mods is that they make a succulent joint of meat and then drown it in gravy. Now I'm getting hungry...
  21. That's my point. Stuff gets added. It doesn't get taken out. It gets turned off. It's still there occasionally tripping up KSP or someone else’s mod. To be honest the number of bugs it throws it became the first thing to remove to find out what was causing the funkyness. Then one day I simply didn't install it again. I just looked at it again because I could use it's core feature. AN and DN alarms.... why? Why not just drop a node and have a node alarm? It was invented for the manoeuvre nodes. That is the core reason it was written in the first place. Since then it's become a programming exercise. You want to take that out.. go ahead. Until it stops throwing exceptions I'll stick with the notepad and pencil.
  22. KAC ia a good idea that has become so bloated with unneeded alarms it is now harder to maintain. It has been throwing exceptions on my computer every time I 'gave it another go' Now someone want to add sunrise... It will probably be added too... added to the bloatiness. It will definitely be added before KAC runs without throwing exceptions . All I want is something to remind me about interplanetary nodes. Nothing more. Someone on here asked how to turn off the warp-to buttons. I ask why does it even exist? It is really so hard to use KSP's warp-here gizmo?
  23. Playing vanilla I built my Mimnus station the old fashioned way, Lugged up the modules and docked them in Mimnus orbit. I spent several hours over the last few days building a mining ship to go down to Mimnus collect ore and bring it up to the station for processing. The brightly lit lump on the right end is my new miner. It carries just enough fuel to go down, mine a load and return with noting in the tanks but an echo when it gets back to the station. The reason you can't see the kerbals yet is because I had to be quick to take this picture. Because seconds later. My new ship is torn apart.
  24. A bit of organisation never hurts. (Unless it's my desk. Organise that and I'll become irrationally violent. I know where everything is.) While the tooltips are handy. They don't work with ALL the mod acronyms as used by players. While @sebbi.zzr 's list contains useful links along with the acronyms, the forum tooltip help has it's flaws. Such as failing to add the auto-ping for sebbi.zzr
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