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  1. The issue is persistent in any state (landed, flying, orbiting, etc). The transmitting vessel displays everything normally, any receiving vessels get flickering reception. When watching the computer core on my test craft, it appears to charge and discharge irregularly, but on a separate periodic pattern (a few seconds on, a few seconds off). This pattern is also present in the test craft's power transmitter reported output.
  2. I'm building a standard Ye Old Deathstar xray delivery network around the smaller of the binary pair stars in Beyond Home. Initially the panels weren't getting MW power but updating KSPIE fixed that. After establishing orbit around the star, stabilizing the thermal balance, and transmitting power to Rhode (~Kerbin), I'm able to receive the beam but it's flickering rapidly in the interface. For a frame or two my receiver has the transmitter listed with the power rating correct and everything appearing to function as intended, in the next frame the transmitter is not listed and the power stops. This repeats indefinitely. The orbits are stable and LOS is uninterrupted.
  3. The KRnD ReStock incompatibility is still present and appears to be an issue with duplicate variants confusing KRnD, but it can be corrected with minimal issue. Delete or disable ReStock\PatchesMH\Coupling\restock-mh-engineplates.cfg and ReStock\PatchesMH\Structural\restock-mh-tubes.cfg. It may only be required to delete one of those two, but consider that untested. My copy of KRnD is now working in KSP 1.10.
  4. Hello, I've been enjoying this solar system a lot so far but I've run into a problem with my first attempted landing. I fell through Armstrong's surface at 2 m/s and promptly exploded. I'm running KSP 1.10, Sigma Scaling (x2.4), Kopernicus "Bleeding Edge" r32. The log doesn't indicate anything else amiss. [WRN] [F: 178075]: Vessel Emperor I-B crashed through terrain on Armstrong. [LOG] [KSPI]: Handling Impactor [LOG] etc I had more luck with a second attempt, so it may have been a fluke or location based. The arrow from the X roughly marks where I fell through the surface. ...Third attempt on the highlands near the check also fell through and exploded. Last edit: There are kill planes all over the high altitudes (often above the surface), false ground in most lower altitudes. I'll see if this applies to other bodies and hold out for a fix.
  5. I last used this with KSP 1.3, but eventually found that it was causing significant performance leaks. Were those fixed in the newer version(s)?
  6. Just showing some interest that this gets a 1.1 version.
  7. I can't speak for Ferram, but the updated development version does seem to be functioning. I'm sure he still has something in mind since he hasn't released it, but nothing's exploded so far.
  8. Spectacular work on both sets, Enceos! Eagerly looking forward to using these for... just about everything.
  9. First played in July 2011, and I can barely contain my hype for 1.1. The game is finally going to reach its potential.
  10. Ah, wish someone had PMed me! I did some digging and found my surviving copy. This time I've put it on Kerbalstuff. GPL 3, source in the archive, etc.
  11. My rescue contracts are 9/10 female kerbals. Not that I mind, exactly, it's just weird. Is this a dig at their piloting or something? The ratio is really remarkably skewed. Edit: Looks like it's all generated Kerbals, huh.
  12. Anyone blaming QA is rather shortsighted, as they're at the mercy of their management. Management, I'll say, which seems to be allowing hasty and occasionally sloppy work to be released with concerning frequency. The game definitely feels like a 0.65 on a 0-1 scale right now. There's still a long way to go until it really feels "whole".
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