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About me
Highest Man Ever (Flies Rockets Too)
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Portland, OR
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Complicated things I have no business trying to understand
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Losing CommNet Connection
SkippydaHippie replied to SkippydaHippie's topic in KSP1 Gameplay Questions and Tutorials
Mkay, I think I can figure it out now. Thanks to all for the info! -
Losing CommNet Connection
SkippydaHippie replied to SkippydaHippie's topic in KSP1 Gameplay Questions and Tutorials
Well so it says in the VAB that just one of those relays can communicate up to 200Mm which should definitely be enough. Thats also why I stacked 3 of the communotrons to get that max range. Furthermore I have OPM installed, which as I understand changes these max ranges to be pretty strong. I'll have a gander at the KSPedia but I feel like that isn't whats wrong. -
So I've been away from the game awhile and I remember getting this to work not long after 1.2 came out. I messed around in stock and then shelved it because I need my mods. Anyways I'm attempting to set up a basic relay network in Kerbin's SOI, I want to be able to see behind the Mun essentially, and put an equatorial satellite there. My relay satellites are at highly elliptical polar orbits, roughly 78Mm Ap. They each have an HG-5. Those connect to the ground just fine. However the attempts at a satellite around the Mun leave me blind when I'm passing over the far side. I've had them equipped with HG-5s and 3 Communotron 16s, and I can't get the connection. There is a clear line of sight no doubt about that. Am I missing something? They all should be well within their respective ranges.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
SkippydaHippie replied to Galileo's topic in KSP1 Mod Releases
See I tried and the clouds weren't there.. That was one of my first install attempts though so Ill try again. Edit: Well it worked when I got up this morning! I don't know what I did but I'll take it. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
SkippydaHippie replied to Galileo's topic in KSP1 Mod Releases
figured it out. EVE and Kopernicus not getting along -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
SkippydaHippie replied to Galileo's topic in KSP1 Mod Releases
I've tried carefully following the install instructions three times now and I can't get the clouds to show up at all. I have gotten to work on previous versions of ksp just fine but this all says 1.2 compatible so I'm doing something wrong... Anyone have an idea of what dumb thing I've done to cause this? -
KSP Interstellar Extended Continued Development Thread
SkippydaHippie replied to FreeThinker's topic in KSP1 Mod Development
I hadn't heard of Principia before and wow!! Really? That's so cool! I don't think I can say I've mastered stock ksp but I'm definitely going to have to check that out. -
KSP Interstellar Extended Continued Development Thread
SkippydaHippie replied to FreeThinker's topic in KSP1 Mod Development
Okay, I think I get it. This mod is nuts! And awesome! Thanks for the info, I'll keep teching up and see if it starts to make more sense to me. -
KSP Interstellar Extended Continued Development Thread
SkippydaHippie replied to FreeThinker's topic in KSP1 Mod Development
I'm having a weird problem with this mod and I can't seem to figure out how to solve it.. Maybe I'm just missing something about how these engines work. I'm in V1.1.3 on a science only save file, and I have just unlocked the solid core engine. I have the candle as well and both have this problem. After reading some posts where people explain how these engines work, it seems clear that A. I should be able to use one of these interstellar fuel tanks which you can switch out all the different propellants on, and attach it to the engine, and switch the engine mode to the different propellants for a different isp and twr. Instead I can choose between only hydrogen and liquidfuel. Am I wrong about this? Are hydrogen and liquidfuel really my only options with these engines? B. I should be able to hit "Swap Fuel" on the items popup in the VAB and I think that makes the reactor run on a different fuel type? All it does for me is empty it out, it won't switch fuel. C. The third thing in this pop up is the "Switch Mode" button, which will change Uranium Oxide to Plutonium TWR as the reactors fuel, however this only works once, it will not change anymore and if I launch the rocket it will be back in Uranium Oxide mode and will not switch. And again, I can't put plutonium in the thing to begin with. Unless there's some step I'm missing? I've also seen people mention that these engines aren't as good until you've unlocked another node or two forward in the tech tree. I figured it might be referring to efficiency and energy output and whatnot but are these upgrades what actually allow these engines to use different fuel and propellants? More often than not these problems just end up being a lack of understanding on my part.. So I figured I'd ask real quick to see if I'm simply not grasping the basics. -
[1.2] Procedural Fairings 3.20 (November 8)
SkippydaHippie replied to e-dog's topic in KSP1 Mod Releases
On every fairing base I try to use, when I right click on it in the VAB to modify something it shrinks to 1.25m and will not go back to normal. I have tweakscale and I'm wondering if the problem is with that or the parts themselves. -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
SkippydaHippie replied to nlight's topic in KSP1 Mod Releases
This mod is great and I'm very excited to dig in. I just had something I wanted to ask about.. I'm using a Saitek X55, it's a 2 part setup with a joystick and a throttle control and this mod seems to only partially work with it. In the mod configuration menu I have lots of options that I would love to use, for example I can have control with the joystick and assign a hat on top to be able to move the camera view around. Sounds sweet! But It won't work... I found this was the case with a lot of controls. Brakes, gear, lights, staging; little things like that are not working with the buttons I am assigning them to, though it says they do in the menu. I went into the settings in the game's main menu and set it up from there. I could get this to work with a lot of the buttons I had been trying, but some don't register when I try to assign them in the main game settings.. Like the hat I want to use for the camera. The other 2 on the stick are set up for translation and they work fine, and again, in the mod configuration menu it has no problem assigning that hat to adjust the camera.. Plus there's features here I just can't set up from the main menu, like stage locking. It sounds to me like other people don't run into this problem, talking about editing controls in-flight. I have to exit out and go to the main menu for most things.. The only thing that worked straight away was the stick itself for attitude and the throttle control. Have I done something wrong in installation? Is it just the stick I'm using? -
What is the most HORRIBLE way one of your kerbals died
SkippydaHippie replied to 322997am's topic in KSP1 Discussion
Built a rocket to go as low and fast over the ocean as possible. Broke up at an altitude of 7Km, Mach 7.5. when it happened the G meter spiked and the Kerbal simply died from the excessive Gs, fractions of a second before the rocket exploded into oblivion completely. It was an earlier build, before the heat system.. Long before that in the demo the first Kerbal I got out of the atmosphere ended up burning up in said atmosphere because I went on EVA and never made it back. I guess he didn't burn up back then.. He made it to the surface and died there. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
SkippydaHippie replied to sirkut's topic in KSP1 Mod Releases
I figured it out, looks like it's working now. Thanks for taking the time!