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KSP2 Release Notes
Everything posted by ctbram
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
ctbram replied to Normak's topic in KSP1 Mod Releases
NoMrBond - Thank you for the fast reply and GeoPhizzix I was just being sarcastic. I do appreciate the effort to help people get this excellent mod working with new releases of KSP. However, with over 1100 posts, it's taking too much effort to find information not just for the nubs like me trying to figure out how to get the mod working but for the good people like noMrBond and yourself to have to answer the same question repeatedly. It might be a good plan to start a new thread and then keep all the update information in the first post with links back to this thread? -
[0.22.X] BobCat ind. Historical spacecraft thread
ctbram replied to BobCat's topic in KSP1 Mod Releases
I did. All I have installed is americapack, bobcatind, and JSI. I deleted the lifesupport folder. Has anyone launched these with faram aerospace and 0.23.5? -
[0.22.X] BobCat ind. Historical spacecraft thread
ctbram replied to BobCat's topic in KSP1 Mod Releases
I am having problems getting to orbit using the provided orion aries ship and I am using FAR (Faram Aerospace). I am at almost 300km and the solid rocket booster is still 1/8 of a SRF. If I try to turn the beast it either cartwheels or literally rips apart at the SRB and 2nd stage decoupler and the SRB goes wizzing off. -
[0.22.X] BobCat ind. Historical spacecraft thread
ctbram replied to BobCat's topic in KSP1 Mod Releases
do I need all the folders in the gamedata folder? I mean I do not know what JSI is and Lifesuppoert seems to be TACLifesupport which I'd rather get directly from the source to be sure I have the latest version. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
ctbram replied to Normak's topic in KSP1 Mod Releases
how are you getting fustel to work? I just added it to 0.23.5 and I get no parts showing up. Once again I am in career mode so does it need a techtree.cfg? I am still fuzzy on how the whole custom addon thing works??? -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
ctbram replied to Normak's topic in KSP1 Mod Releases
okay is it possible to put things like whether this works with 0.23.5 or not. Things like links to tech tree configs and fixes like the one for the huge solar array at the FIRST PAGE?????? There are 110+ pages and trying to find out a simple question of whether this works with 0.23.5 and what I need to integrate the tech tree and fix known bugs would be nice if they could be added to the first page or is there no one that has permissions to do so? I tried adding it to ksp 0.23.5 and first got no parts then realized I am in carreer mode so maybe they are being blocked as there is no techtree.cfg? I am not sure how the whole custom addon process works and missed that lecture in my class on OMNIPOTENCE lol. Maybe someone would be kind enough to make a guide to getting this pack to work in 0.23.5 with links to all the necessary files? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ctbram replied to sirkut's topic in KSP1 Mod Releases
Are there instructions? What is the range for min/max for instance? Why do I have <> in the gui in the vab yet they do nothing? -
researching science is giving me carpal tunnel
ctbram replied to ctbram's topic in KSP1 Gameplay Questions and Tutorials
yeah I guess I will just abandon my seven (game)years in career mode because something reset my science tree! haha you're very sharp witted. I wish I could ask a question and not get snarky responses! And clearly 2 hours is an exaggeration as is getting carpal tunnel but the sequence move halfway across the screen, mouse over the slider, drag to the bottom, pick tech, move mouse half way back across the screen click confirm and then repeat (4-5 secs a pick) times 500+ items is nearly an hour (~41 minutes of clicking!) and that assumes you are like a machine and don't have to stop occasionally or reclick something! I was just asking if it would be that hard to put a research all or research until I am out of money option in! Or here is a thought just say research all and have a confirm box come up so I can just hover the mouse at one spot and click yes or no rather the have to move the cursor back and forth half way across the screen two times plus drag a slider and make two clicks per item! -
Seriously guys, I just recently had all my science tree reset. I am here right now after nearly an hour and still researching everything! It's really tedious especially if the slider bar is in the tech box. It's bad enough to have to click the part, click to confirm and even worse when there are more parts then the box can display you have to slide, click, click, slide, click click. I have a couple addon packs and easily have over 500 parts! Can't you add a mode where I can just say RESEARCH EVERYTHING in a single click? Even when money is introduced I'd prefer SPEND ALL MY MONEY option over sitting here clicking for two hours until I get carpal tunnel! Is there a file I can just go in and modify? I'd write my own c# app to just flip everything to researched. Not only is it killing my hand and wrist but it's killing my mouse making 5 bazillion clicks to research everything!
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Why are all my posts being audited and I have to wait for a moderator to approve them and how do I get off the damn list???
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0.20 - PartTools, GameDatabase and new features
ctbram replied to Mu.'s topic in KSP1 Mod Development
okau I have unity 4.3.4f1. Put this is for KSP .20. KSP is now at 0.23. Is there a 0.23 parttools? -
KSP - Why no 64-bit?
ctbram replied to TheSkyShaft's topic in KSP1 Suggestions & Development Discussion
I considered this too but it's not a real solution as you don't have access to the same number of mods in the unix env. So although you now have the memory you don't have anything to consume it. -
This is a great mod and it just makes me that much more angry that squad keeps dragging their feet on getting a 64-bit windows version of the game. I am currently running interstellar, kw rocketry, and aies parts addons along with kas, boulderco clouds, mechjeb, remotetech2 and a few others. The parts packs are the big memory consummers and even though I run boulderco's dynamic texture compressor in aggressive mode my games already starts at 2.5GB. I would like to FASA, B9, KOSMOS, and the Soviet pak but the addition of any one of them and my game hit 3GB within minutes or one or two reverts to the VAB. The stock game becomes boring very fast but the memory limit is really becoming a drag and the memory leaks are also ridiculous. I have never in my life seen a game that with each release the memory leaks seem to become worse rather then better. What is more frustrating is rather then fix the leaks and put out a 64bit windows version to allow a broader experience they are focus on adding the cost dynamic which will limit the user experience. I just think it's the wrong priority. The real fun of this game is the erector set aspect. They should be wanting to allow a broader selection of options and allow expanded parts packs rather then restricting us to the stock bits and then making it even more difficult to access those.
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I have been trying out the beta builds and I just installed #187. So that I do not have to constantly rebuild my custom and ship specific cfg's I have been deleting the entire fold before installing the new mj and then I copy the plugins\plugindata folder from the mechjeb being replaced. Is this okay? If you ever change the compatibility of the .cfg files please note it in the jenkins page release notes. I just have a fear one day copying this folder is going to bite me in the butt. But the thought of constantly rebuilding my customs windows outweighs the butt biting thing
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Now-defunct-thread-that-should-not-appear-in-google-search.
ctbram replied to Cilph's topic in KSP1 Mod Releases
Okay why do I have two ships 10m apart with dts-m1's each pointed at each other and I have no connection!!! This happens repeatedly an sometimes switching back and forth restores the connection, sometimes standing on my left leg an hopping restores connection, sometime if the pahease of the moon and contents of my refresh buffer are just right I get a connection and sometimes like today I cannot get a connection and want to take a baseball bat to my computer. Can you please explain how two ship 10m apart with dishes point at each other cannot get a connection???? -
Any chance that there will be 3.75m adapter base? I really dislike using the kw ones!
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
ctbram replied to Fractal_UK's topic in KSP1 Mod Releases
trying to wrap my head around the DC electric output of the reactors. Everything in ksp talks about ec/s while everything in interstellar talks about KW. Watt is a measure of power while ec/s is a measure of current so what is the relationship? I need to generate 50ec/s to transmit so how much power to I need from the reactor and generator and how is KW converted to ec/s??? -
Looks like update 184 addresses this issue. I was quite upset when I thought I was going to lose all three of my oranges suites! Sitting there smashing the keys not ever having seen this lose of control bug and watched in horror as the two ships smashed into each other with such force that they literally bent into a U shape! I have a cargo of unmanned sats on the top of one ship three stacks of three and they twisted around each other and vibrated around for quite some time after the collision but nothing broke or exploded. I was very lucky. It started get my rage up when it continued to happen and I was not seeing the correlation between the RDV AP and the loss of control until several more mishaps and it's quite frustrating to lose total keyboard control at very critical moments.
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Now-defunct-thread-that-should-not-appear-in-google-search.
ctbram replied to Cilph's topic in KSP1 Mod Releases
There is some relationship between the TS hangs and RT2. If I remove RT2 I can get in albiet half my ships are no longer loadable because your mod digs itself in like a tick into everything that touches an antenna of dish so which is nearly everything. The behavior is always the same. You select the tracking station then it hangs and memory climbs until the game crashes. I systematically took mods out in a binary fashion until I isolated RT2. So it's pretty clear to me where the bug is. It might not be RTDEBUG but it is definately RT2. -
Now-defunct-thread-that-should-not-appear-in-google-search.
ctbram replied to Cilph's topic in KSP1 Mod Releases
I have over 77 ships in orbit and almost every single one is a probe with antennas. Trying to describe the network and descriptions and pictures of every satellite would take pages! It would be easier for you to explain why RTDEBUG is the last module called when I do a alt-f2 and then the program just hangs in that routine until the game runs out of memory! What is more maddening is that it's not consistent. One time I will sit and reload the game 50 times get pissed and go away. Come back and load the very same persistent.sfs file and get into the TS first try!!!! It's ****ing maddening!!! All I can see is every time it does hang it hangs in RTDEDUG!!! Furthermore what do you mean by a BAD network. I have basically two kind of commsats. The ones around kerbin have 1 gtx-128, 4 88-88's and 2 dts-m1's and a comm32. The ones around other bodies generally have a comm32, 2 dts-m1's, and an 88-88 the omnis are all in range of each other, one dts-m1 is generally aimed ad active vessel on all sats. the others are assigned targets as needed. I have a 6 satellite pattern for most bodies (kerb, mun, min, duna, ike, and eve so far). four sats equatorial in high eccentric orbits in a clover pattern (the idea being they spent most time at the high end of their orbits) and two in high circular polar orbits 90 degrees apart. I favor orbital heights (measured from the center of the planet) around 2771 because this keeps all the comm32's within 4.8Mm of each other. In addition I am using the interstellar pack and fractal uk decided to change the way the seismic sensor works so I have an additional 6 landed relays on mun, min, kerb, duna, ike, and eve - four at the cardinal points around the equator and on at each pole. They consist of a comm32, 2 dts-m1 or aies pcf5's and a seimic sensor So adding all those up you have 12 probes per body (ker, min, mun, duna, ike, eve) that's 72 each with three to seven ant/dishes ea that's over 288 ant/dishes plus I have 4 scanners flying oover each body - SAR, RADAR, BIOME, KETHANE and each of those has at least a comm32. Plus I have manned vessels with dishes / ant to transmit crew reports! -
was using version 180 and it seems there may be a bug with the rendezvous autopilot. When it disengages I have no keyboard control at all. I have to switch to the ksc then prey that the tracking station will not hang and let me back to my ship before it smashes into the target. This happened 10 for 10 tries yesterday. Rolled back to official spaceport release. Nearly RAGE smashed keyboard this is the worst kind of bug. Denial of control is infuriating! Also, is it possible to make some kind of config to remember my custom menus. I am tired of having to rebuild them every time I install a new mechjeb release. unless the file already exists and I just cannot find it.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
ctbram replied to Fractal_UK's topic in KSP1 Mod Releases
and I redid the math to show how unreasonable requiring 13000+ mits to transmit 500 level science results really is... all antenna / dishes xmit 2 mits / packet => 13000 mits will require 6500 packets most all antenna / dishes transmit science data at 15 ec / packet => 6500 packets will require 97500 ec! most all antenna / dishes transmit at a rate of 1 packet / .3 sec => 6500 packets would require 1950 sec (1) and (2) above imply a rate of 97500 ec/1950sec or 50ec/sec So you either would have to lug 97500 ec of batteries or some way to generate around 50ec/s. I am not going to stick 25+ solar panels (which by the time you have this experiment is the primary ec generation source) on a small probe that should only need to carry a small ec generation source, a small battery, the seismic sensor and an antenna or dish because it would be ridiculous! Furthermore removing the stock 500 level sensor and replacing it with one that requires getting to 2000+ levels of the science tree to get the generators needed to produce 50ec/s is also unreasonable and clearly self serving as you now force people into your own high level tech tree to transmit low level science! QED - 13000 mits to transfer 500 level science is ridiculous -
Now-defunct-thread-that-should-not-appear-in-google-search.
ctbram replied to Cilph's topic in KSP1 Mod Releases
yes. there was a complete green connection from ksc all the way to the two vessels that had their dishes pointing at my probe and my prob pointing back at BOTH. This is not the first time this has happened. In fact it is happening far to often hence the reason RT2 MUST GO! I just do not know if it can be removed without killing my entire seven year of career game by destrpying every single ship with an antenna which is 99% of everything in flight! I am quite pissed about it. -
Now-defunct-thread-that-should-not-appear-in-google-search.
ctbram replied to Cilph's topic in KSP1 Mod Releases
Okay I like the idea but the addon has to go. It's killed two landings now that I should clearly have had a connection and the connection goes red. Then I have a sat on the surface with two dishes pointed clearly at two vessels each of which have one dish pointed directly at it and the connection is now red and I cannot get a connect back!! This mod HAS TO GO until it's working right! The problem is it digs itself in like a TICK to every vehicle and I am now 7 years into my career mode. Can I remove this addon without killing every one of my vehicles?