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curson

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    Bottle Rocketeer
  1. To be fair, it seems like I'm unable to get TextureReplacer to pick up any texture for the navball at all, regardless of the .png/.dds file I put there. Weird. Thanks for the reply anyway, @Red Iron Crown! UPDATE: turns out that uninstalling TextureReplacer, deleting manually its directory, and re-installing worked
  2. This is pretty awesome. However, I must be doing something wrong. I downloaded this file, and placed in the TextureReplacer/Default directory. My TextureReplacer works fine (as it replaces the Kerbals suits), but the NavBall is still the stock one, and the file placed there gets ignored. Any idea as to what I'm doing wrong here?
  3. This update effectively corrects the issue I was having. Things are now back working as normal/before. Thank you for the quick fix and the quick update, much appreciated!
  4. The very latest update (to CKAN ver.1.8.1-0-gd296799beta) broke CKAN for me as well. I get an exception (unable to recover from) every time I try to update/install a mod. Specifically, like below: I have the .NET 4.5 Framework correctly installed on my system, and everything was working perfectly before the very latest update install of CKAN (which I believe occurred Saturday for me).
  5. That last shot just captures the beauty of your design perfectly. Great build, and awesome ideas behind this station!
  6. Went ahead, and took a break from my station building to focus on the first relay satellites around the Mun for communications. I haven't a clear picture of how to do it, but decided to go ahead and improvise. I ended up with 2 satellites around the Mun. One, the supposedly main homing/relay one (aptly named MunRelay Homing #01) is in a very high orbit, almost semi-synchronous (1790+ km). The second one is in a Mun polar orbit. Seems like the two little guys are able to pretty much stay in contact with eachothers and with the rest of the comm satellite around Kerbin, so I'd call that at least a partial succes. The guys at KSC went on doing their things the usual weird ways, launching MunRelay #02 first, and completely forgetting about recording the MunRelay Homing #01 operations. Pictures of that are lost forever... MunRelay #01 still attached to its trans-Munar stage. That thing ended up being a waste of dV: even after the inclination changes to get the orbit polar (more or less) it still had 1k dV inside. ...and here, performing Mun injection and subsequent inclination change. At KSC they hope to be able to find a way to recover the lost pictures about the MunRelay Homing #01 part of the mission. The magnetic tapes are swirling fast.
  7. I'm very new to the game, so quite far away from any sense of "perfection" while trying to play it. And that's brilliant. But I get you on the MODs part. I started out with the idea of playing modded, and while I know that isn't probably the smartest idea when approaching a new game, and it's surely not helping me climb that learning curve, I like the modded approach a lot. I am finally, now, at a point where I think I'm reaching that level of mod balancing perfection with the mods I've installed so I fully get your point. It is indeed a very nice feeling.
  8. Thanks for the warm welcome messages. Sorry it took a while to answer, station building needed some of my time I like the feel of the community here, seems to be a nice and friendly drama-free place where to hang out. Looking forward to spending time on the forums! Read you out there!!!
  9. Realized I started posting without even saying "Hello". How rude. Name is Federico, but I have been going as "curson" for a very (very) long time now. I'm a huge space and sci-fi enthusiast, and since I'm not back into PC gaming after a long break of console-only life, I jumped on the KSP train (ship?). I'm a total noob, but hey, explosions are fun, right? Right?!? Read you around, and happy rocketing.
  10. Holy cows that is a thing of sci-fi beauty. Love your design just as much as I appreciate your nickname, I think
  11. The day proceeded well around Kerbin. Which is to say, that nothing went up in flames and, while there was plenty of F5ing, all catastrophes were avoided. The first of the Life Support modules reached the station. The docking didn't go quite as planned (who would have guessed? ). The final decision was taken to park it at around 160 meters off the port of the station, and stop wrestling with a clearly underpowered SAS system and a just barely adequate RCS one, to call for reinforcements from AKS (Alpha Kerbin Station). The resident WorkBee was activated, moved to intercept, and captured the module. This time, mindful of their previous mistakes (see: http://forum.kerbalspaceprogram.com/threads/29533-What-did-you-do-in-KSP-today?p=1693137#post1693137), the guys at Kerbal Space Centre were careful. The module had balanced RCS that, well, ended up balanced as well once the WorkBee docked. Here they are, on the way to AKS. Weirdly enough, this second docking went way smoother than planned. With the F5 key able to rest a bit, and the Life Support module docked (the WorkBee still docked to it, its RCS tanks refuelled), another day of work was declared a success in the process of shaping up the station. Next step? Habitable modules, a "life boat" module for any emergency, and more structural trusses to start accepting some fuel tanks. Also: Kerbals. Recruitment is open. Quarters will be cramped, but the view is stunning
  12. That made for a very fine and funny read. I'm sure the boardgames are just as plentiful as the flaky pastries! Looking forward to the rest and re re-entry (contrary to the crew, I fear ). Love the style!
  13. After another instance of the (for me) infamous "Can't go back to Space Centre" bug, and an update to Remote Tech that could/should fix one possible cause, I managed a very twitchy and hard docking to get my first Alpha Kerbin Station construction under way. The docking started as a test flight that ended up on an orbit too good to pass on for a rendezvous, and turned out to be a successful mission. But man it was hard for the little WorkBee (lower right) to bring itself and the first truss with antennae and solar panels (in the centre) to attach to the main unmanned first node already in orbit. While the WorkBee itself is extremely well balanced and manoeuvrable, someone in the VAB forgot to actually put RCS thrusters on the truss itself, and to even test the balance of the two object once docked together. Needless to say, the controllability went out the proverbial green tinted traditional Kerbin glass window, making the docking procedures (in which I'm not even that skilled YET) a pretty nerve-wracking ride. But we made it. Success tastes delicious
  14. While I cannot say that this fixes the problem for me "consistently", I've found as well, through looking at my quicksave/persistent.sfs files, that whenever I experience this issue, there's is always seem to be at least ONE vessel/debris that shouldn't exist. I don't see it in Mission Control, it's not on the map, I cannot select it in any way as it is not shown in-game, but it's in the save file (most times marked as a "debris"). Deleting the {VESSEL} section for it and reloading the save file seems to fix the problem, but it shows up again seemingly randomly. It seems that for whatever reason the game creates some ghosts, and when trying to calculate their properties as if they were still active crafts, throws out NullRefExceptions like it's Christmas Hardly a solution, but just thought I'd chime in, since Tonnet's comment was the first one, for me, that gave some clear hint as to how to fix this gamebreaking bug.
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