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Everything posted by sreinmann

  1. Sorry if this has been covered at length, but my searches didn't seem to answer this question/observation. I've just updated to KSP 1.11 and I'm starting a fresh install. After having some trouble with KAS/KIS (I wasn't able to drag and drop parts to the containers like I had in the distant past) I uninstalled those mods and tried using the now stock system. I noticed that it only allows you to insert stock parts into their inventory containers. Is there a game setting that I need to change/adjust to be able to accomplish this? Or do I need to have KAS/KIS installed and need to update
  2. Hey all, I recently had to reimage my PC and lost KSP. I had purchased it through the website - not steam or otherwise. But now that I'm stable, I went to the site last night and today to redownload. Unfortunately the "store" is down for maintenance, I tried to load an old download that I had saved to backup once, log ago (144 - yeah embarrassing) but the update option wasn't avail. Not sure if we know how long the store is closed for maint? Or if there's an alternative download that won't make me repurchase.
  3. Hmm, I haven't seen this posted (rummaged back a few pages and did a google), does a maxed out waste supply kill the Kerbals? With recyclers running and a few too many supply pods (hex cans) I lost track of how much waste my station had generated. When I returned after a time warp, Waste was full everywhere but I had no alarms or deaths or reductions in performance. I sent up a resupply (btw, no dedicated waste container?) and that took a couple days in kerbal time with still no detriment. Do I have a glitched install? Didn't notice any issues reported in my log file either. btw
  4. Okay, I need some strategies for how to use KIS. I've been contracted to recover a RE-15 Skipper engine from Low Minmus orbit. Three tons so Three Kerbals and luckily one one need be an engineer. Got it. How in the heck do I get a part, a ship and three kerbals to stay anywhere close to one another - long enough to grab the part, which I can't then fly over to my ship after it drifted away, and attach it to my craft? Do I need a dozen ladders to envelope the thing? I can't attach hand holds to the engine since then I wouldn't be able to attach it to the ship. Or is this where I gotta us
  5. Okay, so this might be a redundant question but, I'm not running Near Future. I'm fairly stock but want to simulate more realism especially with my space station and Deep Space missions. Does this mod ADD heating to the stock game? Will my existing vessels heat up with this mod and without the parts? Or, once I apply a part, will things then heat up? Also, How do I know in advance how much/many sinks I'll need for my design
  6. Thanks for the advice Crzyrndm, ultimately it didn't work though. I had too much positive cant on my (cant? is that the right spelling?) elevators. Reduced and realigned and now i'm solid. Thanks again though, now I've more understanding of your mod.
  7. I have a very simple Tech level 3 plane with the basic jet engine, one intake a mk1 cockpit and a mk1 inline cockpit. Its fairly well balanced with the CoG just behind the CoL during all aspects of flight and levels of fuel (I based it off of Manley's latest tutorial). I was having trouble with controlling the aircraft in level flight. It would slowly nose over at a rate of a degree or two per second. That brought me here. I landed, quite and loaded the Pilot Assistant, and the restarted and took off again. Again, I'm stable in roll/yaw and speed. So I opened PA, toggled the Vertical Co
  8. I like it. I wonder, is it backward compatible? I haven't upgraded out of .25 yet with no plans to do so in the near future.
  9. I'm sorry if this is redundant, is the current release 0.5.7 backward compatible to ksp .25? I hadn't upgraded. Yet.
  10. Ok, sorry in advance for posting a question that has been addressed 1,000 times already, but here goes. I'm new to SSTO designs. I've researched and practiced several posted craft in posted configs but I can't get to orbit. I'm wondering if Maybe my ascent profile is wrong because of NEAR/deadly reentry and I havent found a tried and tested profile like there is for rockets. Can anyone point me to what I'm not seeing? My design features turbo jets and the smallest 1.25m rockets. I get up to 27,000' and lose air and flame out. Or if I angle down to keep below the service ceiling, I get ree
  11. Not that I should be complaining but this was news to me and I don't know if it was a glitch/bug or failure for me to understand how things are working in conjunction. I'm running .25 with Remote Tech, Deadly Reentry, Real Chutes, and NEAR. I'm in hard career mode and while I'm fairly far in the tech tree I'm still meeting some self imposed goals and limitations. I have: - three comm sats in KSO - a Station in LKO with RC-L01 and 6 kerbals (This was asthetics and research requirements more than a remote tech need). I launched an unmanned Mk2 cockpit (in a rocket configuration, not an in
  12. Cut and folded paper models as found on http://papermodelingman.com/ and http://science.nasa.gov/kids/the-universe/universe-spacecraft-paper-models/ Solar Dynamics Observatory (SDO) http://imgur.com/a/zHV2u Wide-field Infrared Survey Explorer (WISE) http://imgur.com/a/3WVoD
  13. So, in my WIP I included a pic of my SDO satellite part. I'd created all the animations in Blender (9 shutters that open and close) once all the parts were present. Then I joined my meshes and unwrapped. After tediously going through and painting and adding textures to the uvmap, I returned to object mode and discovered that all my animations no longer play! Once I join, does it toss off the animations? What happened?
  14. I'm missing the answer to my question and I'm sorry that I'm just not seeing where to find the explanation but that just the week I'm having. I have a WIP for a space telescope and I'm planning on having it use liquid hydrogen as a coolant resource that over time will be exhausted. I see a reference for Hydrogen as a fuel and I suppose I can use that just fine. Except that I don't know how to reference it. And perhaps more importantly, how do I build in error checking to not reference it as a resource if CRS hadn't been installed?
  15. Okay, breaking rule 1) already - again. Is there a good tutorial on how to create a science part? Copying and pasting other's work only gets you so far. On my WISE satellite I have my part.cfg set up fine (less some teaks to the standard part parameters). So next I attempted to add the science module. In the parent folder beside the part folder I have a resources folder with a ScienceDefs.cfg with the following. I should be able to run my experiment only in HKO but right clicking on the part at any point in time yields nothing. Any obvious silliness?
  16. Okay, I'm learning 3D modeling and a bit more about coding in the backdrop of providing more stuff to do in KSP. Yeah, yeah, maybe we don't need/want another science part. Sure, fine, don't use it. Meanwhile, here I go. Introduction The objective for this parts mod is to create a series of replica parts from NASA, ESA, JAXA, FKA/RKA, USSR agencies. I'm going to mostly focus on research satellites as others are doing great work on rovers and deep space probes. This may be a challenge since much of the typical satellite is made up of the space craft bus (or propulsion, SAS, starfinder, batt
  17. How do you guys approach scaling your parts for the kerbal universe? Do you use the RSS ratios and scale down? Do you just make it up and test until failure? For instance, in terms of the Earth based universe, my telescope would weight 363 kg. I could choose between 232-273kg depending on which ratio I go for. It isn't a lot of a difference ... and in the perspective of the MORE BOOSTER universe we play in, it would make no difference at all ... I think. Maybe furthermore, I would position my part relatively early in the tree (pre 2m parts), but again, it isn't like the early engines ar
  18. I'm working on 2.71 and, prior to understanding layers, I built a complicated telescope assembly in one blend file and the rest of the whole part in another. Now I want to combine, paste, merge, import, or place the meshes into one complete scene. But I can't find how to do this. I've tried searches but I might be using the wrong terms and I'm not finding the method. Is there a way to do this?
  19. Just cause I haven't seen documentation doesn't mean that it hasn't been tried before, so I'll ask... I have a couple satellite parts in development based on existing/historical Earth satellites. Rather than flying it into LKO and HKO hitting the [get science] button and gaining instant results, I'd like to be sure that the mission has achieved certain results. Namely: orbital parameters (PE/AP/Eccentricity/Inclination), duration (to simulate the slow - or rather steady - gathering of science through observations. Further, I'd like to be able to simulate how, once an initial experiment is f
  20. Ahh, okay. Whew I got it finally. I think I need to scale it down a bit more. Certainly add the Science module and work on resource consumption also. http://wise.ssl.berkeley.edu/mission.htmlHere's the source for my inspiration ...
  21. I think Onkel had it ... screenshot coming shortly I hope. Is there a way to adjust the config file on the fly? Or do I always have to restart the game?
  22. Since this is my first test I'm using a second copy of KSP .24.2 stripped of all other mods and in sandbox mode. Hmm, Debug did not list my part in the [Log]: PartLoader: In the Database config I see my part listed along with the appropriate model and texture.
  23. Ugh, okay time to search for support. My first part should be ready to be installed but I can't seem to see it in the VAB after I load the necessary files in GameData. Any suggestions? My folder structure is; KSP_Test/GameData/RealSatellites/Parts/wiseTelescope/ and inside I have model.mu part.cfg WISE_Texture.mbm My part.cfg contains PART { name = WISEScope module = Part author = Doppleganger MODEL { model = RealSatellites/Parts/wiseTelescope position = 0, 0, 0 rotation = 0, 0, 0 scale = 1.25, 1.25, 1.25 } scale = 1 rescaleFactor = 0.8 node_stack_bottom = 0.0, -0.376, 0.0, 0.0, 1.0, 0
  24. How important is it to have a Face count of less than 256? I've seen that number tossed about in a few tutorial videos without a super clear explanation.
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