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Posts posted by maculator

  1. Is ist possible that the game doesn't care about frequencies when determining the ranges?

    It seems to me it handels that aspect as if all antennas contribute to all frequencies.

    Here is my little test:

    - 1. Groundstation (the only one) KSC at freq. 1

    - 2. Vessel 1 on runway with RA-2 at freq. 1 and communotron 16 at freq. 0

    - 3. Vessel 2 28Mm up in orbit with communotron 16 at freq 0

    Result: a connection.

    That looks like the RA-2 is helping the communotron "a fair bit".

  2. 4 hours ago, Esme said:

    Hi folks!

    I'm wanting to copy some of the Kerbals from my previous game to the new one I'm about to start. Sure I can recreate them manually in-game but I was hoping that it might be possible to simply copy data across , name, profession, suit type.. - it's looking to me as though  it's all buried in the .sfs file for a game save, and that it'd probably be easier to just recreate them manually at game start. Is that correct? Or have I missed something?

    Open persistent.sfs,

    navigate to ROSTER{},

    Copy the KERBAL{} node containing the kerbal you want over to your new game.

  3. Hi I got a quick question:

    Is it normal to not have to use any relay capable antennas?!



    In this picture the craft on the dark side of the mun only has a normal communotron wich is then "relayed" via a 88 above or below the mun and then from kerbins pole via a nother 88 to a keo relay (the only antenna in this path that actually is a relay capable antenna) wich bounces the signal to the ksc...

    I always thought I had to use relays.



    This is in sandbox. In career it seems to need a relay?! I'm confused. Is there documentation to watch or read?

  4. I am sure it got something to do with a mod. I cleaned my game and my savegame and now it's gone.

    Mods I kicked:

    - Planet Shine

    - Distant object enhancement

    - Eve

    - SVE


    - Texture Replacer


    Must have been one of those I guess. But I'm really not in the mood for troubleshooting :D

    I took my science reports and progress and injected it into a new savegame and moved on.

  5. Maybe this is the right place to ask:

    I got all the science from Kerbin. EXEPT a set of "landed" based science from a place called "kerbin's launchpad FX".

    It's got to be a mini-biome since there is no flying (etc.) science.

    But I checked each new launchsite, the whole KSC, everything. I really don't know where the mod got the idea from that there was such a thing as a "kerbin's launchpad FX".

    I really do want to know if there is such a thing.

  6. Ah that was helpful. Didn't know MM stores its reports there.

    But I stil got my problem. It says the warning is about the second :HAS, so I' tried this approach:

    	!MODULE[ModuleDataTransmitter] {}

    didn't work. Now there is no warning, But my patch also doesn't work anymore.

    The original patch

    	!MODULE[ModuleDataTransmitter] {}

    does work. It only says:

    [WRN 21:53:31.364] more than one :HAS tag detected, ignoring all but the first: /Axel/@PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:HAS[#antennaType[INTERNAL]]:FINAL

    I guess its a syntax problem. And I really don't know how to phrase it otherwise :S

  7. Is there a way to use somethin like this:

    		name = MechJebCore
    			MechJebModuleCustomWindowEditor			{unlockTechs = start}
    			MechJebModuleSmartASS					{unlockTechs = start}
    			MechJebModuleManeuverPlanner			{unlockTechs = start}
    			MechJebModuleNodeEditor					{unlockTechs = start}
    			MechJebModuleTranslatron				{unlockTechs = start}
    			MechJebModuleWarpHelper					{unlockTechs = start}
    			MechJebModuleAttitudeAdjustment			{unlockTechs = start}
    			MechJebModuleThrustWindow				{unlockTechs = start}
    			MechJebModuleRCSBalancerWindow			{unlockTechs = start}
    			MechJebModuleRoverWindow				{unlockTechs = start}
    			MechJebModuleAscentGuidance				{unlockTechs = start}
    			MechJebModuleLandingGuidance			{unlockTechs = start}
    			MechJebModuleSpaceplaneGuidance			{unlockTechs = start}
    			MechJebModuleDockingGuidance			{unlockTechs = start}
    			MechJebModuleRendezvousAutopilotWindow	{unlockTechs = start}
    			MechJebModuleRendezvousGuidance			{unlockTechs = start}



    to disallow modules from showing up in the mechjeb window? I really don't use all of its features an I'd like to declutter my UI. I googled how to prune or disable modules but that only lead me to dead and deleted threads. Any hint would be appreciated. =)



    I managed to do it:

    			%MechJebModuleSmartASS					{%showInFlight = False}
    			%MechJebModuleNodeEditor				{%showInFlight = False}
    			%MechJebModuleTranslatron				{%showInFlight = False}
    			%MechJebModuleWarpHelper				{%showInFlight = False}
    			%MechJebModuleAttitudeAdjustment		{%showInFlight = False}
    			%MechJebModuleThrustWindow				{%showInFlight = False}
    			%MechJebModuleRCSBalancerWindow			{%showInFlight = False}
    			%MechJebModuleRoverWindow				{%showInFlight = False}
    			%MechJebModuleSpaceplaneGuidance		{%showInFlight = False}
    			%MechJebModuleRendezvousAutopilotWindow	{%showInFlight = False}
    			%MechJebModuleAirplaneGuidance			{%showInFlight = False}
    			%MechJebModuleFlightRecorder			{%showInFlight = False}
    			%MechJebModuleSmartRcs					{%showInFlight = False}
    			%MechJebModuleScript					{%showInFlight = False}
    			%MechJebModuleCustomWindowEditor		{%unlockTechs = start}
    			%MechJebModuleManeuverPlanner			{%unlockTechs = start}
    			%MechJebModuleNodeEditor				{%unlockTechs = start}
    			%MechJebModuleAscentGuidance			{%unlockTechs = start}
    			%MechJebModuleLandingGuidance			{%unlockTechs = start}
    			%MechJebModuleDockingGuidance			{%unlockTechs = start}
    			%MechJebModuleRendezvousGuidance		{%unlockTechs = start}


    Just in case anybody else has the same problem

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