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Tippis posted:But… without flat spins, how will you be able to cite Top Gun properly? Action Groups?
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# ? Dec 18, 2014 20:29 |
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# ? Jun 2, 2024 04:23 |
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Roflex posted:Those would be EVA reports, not crew reports. Yeah, when using ScienceAlert, there's the smallest fraction of a second when the toolbar flashes NEW SCIENCE, which I assume is the rolling command pod achieving the "flying over" state (much like the "EVA flying over" state). The problem is I can't click the crew report/EVA button on the active ScienceAlert menu to snag it before it goes away, and without action groups available, I can't blindly spam and pray.
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# ? Dec 18, 2014 20:30 |
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Red stuff appears when I click tracking station or VAB or SPH: What's with the bugs in this version, man
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# ? Dec 18, 2014 20:40 |
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Inacio posted:Red stuff appears when I click tracking station or VAB or SPH: Look in your output_log.txt file (in KSP_Data). That'll give stack traces for those errors, which might show if the errors are from a mod.
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# ? Dec 18, 2014 20:45 |
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Ciaphas posted:There an easy way to tell if NEAR is actually working, then? The atmosphere feels as soupy as ever. 1.3.1 or newer is the version you want, but CKAN thinks 1.3a > 1.3.1.
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# ? Dec 18, 2014 20:47 |
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eth0.n posted:Look in your output_log.txt file (in KSP_Data). That'll give stack traces for those errors, which might show if the errors are from a mod. This isn't very specific: http://pastebin.com/syDudULF
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# ? Dec 18, 2014 20:50 |
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Inacio posted:This isn't very specific: http://pastebin.com/syDudULF Look at line 729. It's almost certainly a problem with RealChute. The way KSP works, if an uncaught exception happens, the game will keep running, but often some part of it will be messed up, and cause further errors that seem unrelated to the initial error. edit: Or, actually, it might be KSPAchievements failing at line 226 that kicks off the problems. That one isn't from a mod. eth0.n fucked around with this message at 21:05 on Dec 18, 2014 |
# ? Dec 18, 2014 21:00 |
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Is that from a pre-0.90 save or did you start a new one after the patch?
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# ? Dec 18, 2014 21:07 |
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Is there a way to cheat myself science? I want the tech tree, and I want the contracts and all the rest of career mode, but I don't want to bother wasting time with science gathering.
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# ? Dec 18, 2014 21:19 |
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HonorableTB posted:Is there a way to cheat myself science? I want the tech tree, and I want the contracts and all the rest of career mode, but I don't want to bother wasting time with science gathering. Yes, navigate to your KSP/saves/yoursavename folder and open persistent.sfs. Then search for 'sci =' and change the number. E: turns out lots of things have 'sci =' in then, search for 'name = research' and then the science value you want should be only a few lines below that. VV Even better. Sokani fucked around with this message at 21:28 on Dec 18, 2014 |
# ? Dec 18, 2014 21:26 |
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Press Alt+F12 on the KSC screen, click the cheat window, hold Alt+Shift for some time.
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# ? Dec 18, 2014 21:26 |
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HonorableTB posted:Is there a way to cheat myself science? I want the tech tree, and I want the contracts and all the rest of career mode, but I don't want to bother wasting time with science gathering. Like they said, cheat menu or edit your save. You could also do a custom difficulty on career to give you a bajilloon science.
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# ? Dec 18, 2014 21:31 |
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HonorableTB posted:Is there a way to cheat myself science? I want the tech tree, and I want the contracts and all the rest of career mode, but I don't want to bother wasting time with science gathering. You can abuse the Funds->Science strategy and do this, without real cheating.
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# ? Dec 18, 2014 21:32 |
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Thanks!
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# ? Dec 18, 2014 21:33 |
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Luneshot posted:I had some issues with converting all my textures to DDS, so I just left the DDSLoader plugin in my folder and went back to ATM. That way I can still handle it if mods start using DDS textures. Away from home so I can't check, but has 0.90 fixed the "TGAs load as blank white, PNGs dont get mipmapped, MBMs sometimes load with crazy jpeg artifacts for no reason" issues? I mean any of those three issues really, I'll take what I can get.
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# ? Dec 18, 2014 21:44 |
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I hear of a way that you can totally cheat to get science. All you need to do is make some craft with science instruments and shift them all over the place taking samples and returning them to KSC. When you do it, Kerbalizer will unlock as secret feature allowing you to use it to make custom Kerbals in game. Oh wait it's not the 80's / 90's any more. I miss all the misinformed rumours and bullshit stories that used to circulate. By the way... Maxmaps. have you all forgotten about Kerbalizer? The only reason I actually paid for it when it was released was the possibility of it being used to make usable Kerbals in the future. The future is now! Grasp your destiny with both hands and move onward. Onward and Upward! Seriously, c'mon man. Now that Kerbals have been given personalized skillsets and can gain XP they are more than green meat(?) for the aerospace grinder. Giving them individualized, even customizable appearances will really help people consider them as individuals and take a bit more care with missions rather than clones with some stats attached. Everybody loves Jeb because he's got a flag set that makes him an insane badass. Besides a few other random Kerbals that have the flag set, none stand out in any way. Why not allow individualizing the appearance of Kerbals that are now individuals.
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# ? Dec 18, 2014 21:45 |
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I want to be able to name my kerbals after my friends, like XCOM.
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# ? Dec 18, 2014 21:58 |
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Splode posted:I want to be able to name my kerbals after my friends, like XCOM. That does not bode well for those kerbals' longevity.
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# ? Dec 18, 2014 22:02 |
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Splode posted:I want to be able to name my kerbals after my friends, like XCOM. That made me think of XCOM to. I think in both the idea is that you allow for customization, so it hurts even more when they inevitably die in terrible/hilarious ways.
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# ? Dec 18, 2014 22:04 |
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They could come in as kerbal contractors; they don't work for the KSP itself, but are contracted as support for potentially.. energetic launches.
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# ? Dec 18, 2014 22:07 |
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Splode posted:I want to be able to name my kerbals after my friends, like XCOM. That sounds like a very simple and straight-forward solution. Obviously, the way is to just find new friends whose names match your kerbals.
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# ? Dec 18, 2014 22:09 |
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Count Roland posted:That made me think of XCOM to. I think in both the idea is that you allow for customization, so it hurts even more when they inevitably die in terrible/hilarious ways. Yes! That's it!
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# ? Dec 18, 2014 22:10 |
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This sounds more like Oregon Trail to me. Here Lies FARTBALLS, died of Rapid Unplanned Disassembly
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# ? Dec 18, 2014 22:18 |
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Tippis posted:That sounds like a very simple and straight-forward solution. Bill, Bob, and depending on how rustic your location is, Jeb should be doable. But the rest... uh... A wad of bills and some paperwork? "You shall be Billy-bobmon" "You will be Dudger" "You took my money, now stop complaining and sign your name away! You call yourself a friend."
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# ? Dec 18, 2014 22:18 |
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Luceo posted:This sounds more like Oregon Trail to me. More like, "Here, here, here, and over there lies FARTBALLS..."
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# ? Dec 18, 2014 22:19 |
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Isn't one benefit of steamworks integration the ability to scrape your friends list for names?
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# ? Dec 18, 2014 22:22 |
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Bhodi posted:Isn't one benefit of steamworks integration the ability to scrape your friends list for names? Hahaha, now we're talking!
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# ? Dec 18, 2014 22:27 |
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I gotta say, the low funds and slow science really brings out the engineer in you, and it's excellent being able to really get a feel for each individual part before it's quickly obsolete.
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# ? Dec 18, 2014 22:33 |
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Luceo posted:This sounds more like Oregon Trail to me. here lies andy peperony and hydrazeen
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# ? Dec 18, 2014 22:37 |
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Trivia posted:I gotta say, the low funds and slow science really brings out the engineer in you, and it's excellent being able to really get a feel for each individual part before it's quickly obsolete.
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# ? Dec 18, 2014 23:07 |
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I lost Jeb due to attempting to enter the atmosphere at a 90 degree angle at like 2.5 km/s. Deadly Reentry's g-force damage doesn't poke its head up often, but it's really frustrating when it does.
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# ? Dec 18, 2014 23:29 |
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Luneshot posted:I lost Jeb due to attempting to enter the atmosphere at a 90 degree angle at like 2.5 km/s. Deadly Reentry's g-force damage doesn't poke its head up often, but it's really frustrating when it does. I think we can safely blame you for trying a 90 degree entry angle with that mod on.
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# ? Dec 18, 2014 23:32 |
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Dude, not even DR, just FAR is enough sometimes. I tried doing a munar free return and came home at like 3600m/s. My ship was torn apart.
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# ? Dec 18, 2014 23:35 |
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Legendary Ptarmigan posted:I think we can safely blame you for trying a 90 degree entry angle with that mod on. I legit forgot it was installed, I was using the mk1 pod with the integrated heatshield so I wasn't even thinking about it. Most of the time I do the standard "aim for 30km" anyway, so I forgot that g-force damage was even a thing.
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# ? Dec 18, 2014 23:37 |
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What's the upper bound on the "visual survey above ____km" objective? Do you have to be close enough for it to count as "near space", or is anywhere in the SOI good enough?
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# ? Dec 18, 2014 23:41 |
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ToxicFrog posted:What's the upper bound on the "visual survey above ____km" objective? Do you have to be close enough for it to count as "near space", or is anywhere in the SOI good enough? The SOI. You can be anywhere in it as long as you pass over the waypoint. Of course, it's tougher to accurately pass over them the higher you go.
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# ? Dec 18, 2014 23:49 |
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The land-then-EVA-report surveys are pretty obnoxious, as there's little indication (other than a quick line of text) that actually let's you know you're entering or leaving the locale. Would it be possible to add in a distance-to-target indicator? Something similar to right-clicking then set-target.
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# ? Dec 19, 2014 00:23 |
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Trivia posted:The land-then-EVA-report surveys are pretty obnoxious, as there's little indication (other than a quick line of text) that actually let's you know you're entering or leaving the locale. Would it be possible to add in a distance-to-target indicator? Something similar to right-clicking then set-target. I'm fairly sure if you've got the navigation waypoint on it blinks when you're in range of the target. But if you're right on it then the waypoint will probably be above you.
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# ? Dec 19, 2014 00:36 |
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It would help a lot if the contract actually hilighted when you were in the right place, the same way. Like, a part testing contract will say something like: [X] Suborbital trajectory [ ] Altitude between 76 and 82 km and as you meet each condition it will be checked off (and become unchecked if it's no longer met). Something like that for the survey missions, like: pre:[ ] Crew report [X] At location 12345 [ ] Above altitude 10km
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# ? Dec 19, 2014 00:56 |
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# ? Jun 2, 2024 04:23 |
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I'd considered that, but in a contract with five waypoints, that would fill up a lot of valuable real estate in that tiny contract app.
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# ? Dec 19, 2014 01:01 |