

Dal
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Everything posted by Dal
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
Dal replied to linuxgurugamer's topic in KSP1 Mod Releases
Awesome that this got an update pass, thanks LGG! -
KSP Interstellar Extended Support Thread
Dal replied to FreeThinker's topic in KSP1 Mods Discussions
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. -
KSP Interstellar Extended Support Thread
Dal replied to FreeThinker's topic in KSP1 Mods Discussions
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. -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
Dal replied to linuxgurugamer's topic in KSP1 Mod Releases
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. -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Dal replied to Gameslinx's topic in KSP1 Mod Releases
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.- 1,664 replies
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Dal replied to SpaceTiger's topic in KSP1 Mod Releases
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)? -
[1.3] Kerbal Flight Data (Release 23, 2017-08-14)
Dal replied to DaMichel's topic in KSP1 Mod Releases
Just showing some interest that this gets a 1.1 version. -
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.
- 2,647 replies
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- kerbal joint reinforcement
- kjr
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[1.1.3] Procedural Parts - Parts the way you want 'em - v1.2.5 July 3
Dal replied to OtherBarry's topic in KSP1 Mod Releases
Spectacular work on both sets, Enceos! Eagerly looking forward to using these for... just about everything. -
People who joined back in 2011: are any of you still here?
Dal replied to Panichio's topic in KSP1 Discussion
First played in July 2011, and I can barely contain my hype for 1.1. The game is finally going to reach its potential. -
[1.0.5] ScreenMessageHider. Hides screen messages when F2 is pressed
Dal replied to MrHappyFace's topic in KSP1 Mod Releases
You. You are the best. -
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.
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About recent community criticism in the direction of the QA & exp testers
Dal replied to KasperVld's topic in KSP1 Discussion
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". -
[1.0.x] HoloDeck - Sandboxed Flight Simulations
Dal replied to enneract's topic in KSP1 Mod Releases
Does it let you launch from a given situation around/on any celestial body? Because that's what's really missing. -
KSP.log and output_log.txt. Let me see if the pump needs to be "on" to start gunking up. Edit: Appears to be an error in the balance function, multiplied for every tank with Balance active on the craft. Despite the errors, it does work. Pump/Balance On in VAB - Errors on pad Pump/Balance Off in VAB - No errors on pad Pump On on pad - No errors Balance On - Errors <- Culprit Balance Off - Errors cease
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I think something's gone wonky. It works, but using it is also spamming my log with "Cannot find module 'GPOSpeedPump' (569403753)".
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Thanks. Can we see the sourcecode?
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Dal replied to stupid_chris's topic in KSP1 Mod Releases
What I was reporting was that the button doesn't work. I was getting around this on 2014 builds by copying the chute with the correct settings as necessary, which worked... sufficiently. In any case, I've done some fresh testing. One chute: Applies - Yes | Applies to all - N/A | Copies chute - N/A | In game - Passed Symmetric chutes: Applies - Yes | Applies to all - Yes | Copies chute - N/A | In game - Indeterminate. Looks like most settings are correctly saved now, but certain ones like # spare chutes are not. This looks to have improved since 2014 builds. One chute, copied as symmetric: Applies - Yes | Applies to all - N/A | Copies chute - Yes, in editor | In game - Failed, only base chute -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Dal replied to stupid_chris's topic in KSP1 Mod Releases
Is there a plan to fix the forgetful settings/symmetry? (Linux 64bit) Good chutes are a must, but the mod is sadly unplayable. That is, parachute settings only apply to one chute in a symmetry group, and often don't survive quickloads, in case it hasn't been mentioned in a while. Using a heap of other mods, but relevant ones might include the stock fix modules. Though I recall this was also an issue when using minimal mods. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Dal replied to nightingale's topic in KSP1 Mod Releases
I had the same problem as above and reverted things until narrowing it down to the new RemoteTech dll. Switching back to RT 1.6.0 and loading an earlier save allowed me to continue the contracts, but with the newer version everything was breaking dramatically. I had a non-replicated instance (didn't reattempt) of my ScanSat contracts following my RT contracts into the void after a reload.- 5,225 replies
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RRRIIIIIIIIIISSSSSEEEeeee I would be surprised if anyone else is still using this old thing, but I always found it convenient and since it broke with 0.90's update to part highlighting I took it on myself to fix it. On the way I used the opportunity to figure out toolbar support and removed the annoying button. Since the actual fix was so easy there's also a toolbar version for 0.25 and earlier if anyone's still using that. It now requires Blizzy's toolbar and is much more convenient. No other changes were made. No warranty, etc etc, source included. http://www.filedropper.com/fsciencerebuilt Obligatory screenshot:
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My suggestion for modular trees supporting many nodes: remove any defined coordinates and instead sort nodes only by what they connect from and to, placing them algorithmically by the program. This would provide a truly universal tree for any number of mods and allow on-the-fly changes for MM-like behavior.