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Everything posted by antgeth

  1. my frustration at not having bottom attach nodes for jet engines boiled over today into a willingness to do something about it. if we can stack rocket engines on top of things, why not air-breathing engines too? all this does is add bottom stack nodes to the stock jets; obviously, it's pretty hacky. ideally, someone craftier than i could add shrouds and maybe extra mass to compensate. @PART[JetEngine] // Wheesley { node_stack_bottom = 0, -0.4, 0, 0, -1, 0, 1 } @PART[turboFanEngine] // Whiplash { node_stack_bottom = 0, -0.7, 0, 0, -1, 0, 1 } @PART[turboJet] // Panther { node_stack_bottom = 0, -1.45, 0, 0, -1, 0, 1 } @PART[miniJetEngine] // Juno { node_stack_bottom = 0, -0.52, 0, 0, -1, 0, 0 }
  2. just wanted to say that this has been one of my favourite planet packs and after a ~1.5 year sabbatical from ksp i've been having a blast playing the 0.4.3 alpha. even better than it was originally. been exploring disole's canyons today
  3. absolutely spectacular! thank you so much!
  4. i can try that later tonight, but for the time being, i went into the save file and removed a couple digits from the the UT parameter in FLIGHTSTATE (year is now 24), and it works ok.
  5. oops! i've been out of the game (no pun intended) for a while. here: http://anterrobang.org/txt/output_log20180816.txt
  6. ...shouldn't it be in KSP_x64_Data/? cause there's no output_log.txt in there. the only such file is in Launcher_Data (presumably from the one time i opened the launcher)
  7. i'm experiencing a very peculiar bug with this mod on 1.4.5. whenever i click on either jump drive part (not the beacon) in the editor, the whole game hangs (and doesn't recover). i was unable to reproduce this on a new savefile... until i fastforwarded the in-game time ~25000 years (to match my other save). then, boom. same problem. (in case you're wondering, i sent a beacon to another star system... hence the crazy elapsed time)
  8. sadly it does indeed happen when burning right on the node (both in space and time), with a variety of different ships, and regardless of how the node was created. honestly i'm not really expecting a fix for this, since it's so difficult both to describe and replicate. i've since made a new copy of the game and re-modded it (i have yet to try copying the save file i was in the middle of over). i just hope that someone else might have encountered this issue who has a clue as to the culprit.
  9. no principia here's a list of what i play with: it's clear that my difficulty in explaining the issue is even moreso than i realised. i've put thousands of hours into this game over a 4 year timespan... i'd like to think i can tell when something is fundamentally Wrong. here's another example: often, when it reaches this state, if i create a maneuver node and start burning it, the remaining delta-v count will go up. that indicates to me that something is rotten in the state of kerbin.
  10. so i play with a whole ton of mods, which most of the time works just fine. sometimes, however, Something Terrible will happen spontaneously and it renders the game (both current saves and brand new ones) completely unplayable. i've never been able to pin down the source and i sure would love to so i could figure out the culprit. sadly, even describing the problem is quite difficult, but perhaps the best way is that motion and velocity don't... work properly any more. a good example of this is maneuver nodes: in a 100km kerbin orbit i told mechjeb to create a maneuver node for an eve transfer. i made this gif at 1000x warp. the maneuver node drifts (and seems to match up with the procession of the anti-target marker) over time. likewise, if one actually tries a transfer orbit (even to the mun), your destination mysteriously ends up at some other point in its orbit when you actually arrive. i'm throwing this out there in the hope that someone will recognise this issue and help identify what has gone wrong. it never appears immediately after i add a mod, but rather after a lot of playing on a save.
  11. is there a good rule of thumb on how to (roughly) calculate delta-v budgets? a simple formula where you plugin the resize/rescale factor in combined with the traditional number? i love playing at 2x, but i have no idea what i need to plan for in mission designs. it needn't be exact, just something that will give me the right ballpark.
  12. these are absolutely gorgeous! do you have a vector version available?
  13. after several years of playing i've finally convinced my partner to try out the game (hooray!). she's running it on her mid-2012 13" macbook pro under 10.9.5. for whatever reason, right clicks on an external mouse are rarely recognised in-game. it's not the mouse itself -- it works perfectly in any other program. likewise, it's not just ksp; right clicks using the trackpad work just fine. but 98% of the time she right clicks on the mouse, the game doesn't see it. any solutions/explanations/etc for this? it's really strange.
  14. not to be That Guy, but do you have an ETA for a heba fix? i'd love to venture to those moons.
  15. i felt like i should enumerate why i love the Valentine system so very much: 1: atmospheres! atmospheres make a huge difference for planets. they add an entire gameplay dimension that turns what might be a boring dres rock into an exotic environment into a unique experience. particularly, the large variety of pressure--gravity ratios in this pack make more of the places worth going to (for me at least). 2: oxygen! (ok, this might actually be a subset of #1). the only thing more fun than an atmosphere is an atmosphere with oxygen. for me, ssto/spaceplanes are truly the final frontier, and even if it sometimes strays from realism, having oxygen everywhere makes this a lot more enjoyable for me. 3: red star! not unique to this pack, but i love the solar energy/heat tradeoff found around red dwarf stars. as someone who tries to use solar power for everything (even when impractical) this is a cool break from the norm. a side benefit are reduced interplanetary distances; everything seems a bit cozier. i guess if i had one criticism it would be that Lomina is a bit too eccentric. i found myself reluctant to venture there, until i edited the eccentricity down to 0.3. but really, this is a truly splendid pack! one of my favourites (along with OPM and new horizons) that i've used (and i tend to try out every planet pack i can find). so... thanks!
  16. as soon as i enter Heba's SoI, my mission ends "...crashed into Heba". this is true whether i transfer to it normally, or use hyperedit. i can hyperedit into orbit around Serex and Vedre just fine. has anyone else experienced this? (i am running approximately 5 zillion mods...) by the way, this is one of my favourite planet packs i've ever used! (i'll likely expound its virtues in another post)
  17. there's a bug i've been having and i'm not sure if it's kopernicus or what, but it's persisted a while across a number of circumstances. basically, whenever a planet pack uses laythe as a template, the ASL pressure is listed in-game as being that of laythe, (i.e. 0.6atm), regardless of what the actual values are. i thought this was exclusive to new horizons, but i've since started a new save with the extrasolar pack and the same is occuring. i can't recall when i first noticed it but it was a couple months (and kopernicus versions) ago. any ideas about what might be causing this? it's a bit irritating not having that handy reference in-game. all other values are correct; it's just the pressure.
  18. thanks for continuing to maintain this! is there any way to change the update frequency for the web ui? it's a bit slow
  19. positively thrilled to see an update for some of the most essential mods out there! thanks so much!
  20. just wanted to throw my voice in and mention that i really hope the surface sampler will make a (functional) return soon! i loved that part dearly, and i'd think it would be fairly easy to get it working again, unlike the wheels...
  21. the (relatively) new animation for horizontal/vertical snap is really slick, but is there any way of turning it off? (i didn't see anything of the sort in the settings). when i'm snapping a million parts i'd prefer to see instant results rather than sit around waiting for them to slide into place. as always, thanks for this incredible mod -- one of the most essential in my enormous collection.
  22. it's a perfect storm combination of the sigma dimensions mod, remotetech, warp drive, and some kopernicus star system packs. i want to shutdown the warp drive and activate an antenna when the vessel gets close enough (~80Gm) to a star. kOS could do the job but would be a lot more involved. i opened the .sln file and it gave me an error saying it couldn't find the project file. edit: i'm using mvsc 2013... in the unlikely event that's the issue.
  23. i've had this mod installed for a while but haven't used any of the parts except for the fuel vents (which are brilliant). then yesterday i suddenly realised the altimeter part was the perfect solution to a problem i was having. to my dismay i discovered the max alt you can specify is 500km... while my application requires something closer to the order of 500Gm. i figured i'd try downloading the source and changing it myself (which i have successfully done), and that is where i am stuck. i have no experience with IDEs, and have only ever compiled code on *nix systems before. i've looked at ksp modding tutorials but they're mainly geared towards writing your own; not compiling others'. so i guess this post has two requests: one, would it be easy for you to explain how to compile this? and secondly, would you consider making the altitude cap a little bit orders of magnitude bigger?
  24. i asked because the gigantor was putting out ~7ec with 95% coverage in kerbin orbit. i guess it's an unrelated bug.
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