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Drakoflame

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Everything posted by Drakoflame

  1. So I just throw that into my gamedata folder and MM will make it work? or do I put that somewhere else like in the Kopernicus or Kitopia folders?
  2. okay... I spend a while looking... but... what does this mod do? can someone explain it to me or direct me to the nearest explanation? thank you!
  3. I seem to be having a problem... OPM was working for a while with the KT .12 update, It was working with the 0.1 update, and then they suddenly dissapeared when I updated to .12... I have the DDS loader installed, as well as Trans-Kuptian. I'm also using the KT .dll's, but I was using OPM's .dlls for KT .1, and I also had Minor Bodies and TK working just fine. Can anyone tell me what might be the problem? or if I should just re-install OPM?
  4. Hey CaptRobau, I seem to be having an issue with OPM and KT 0.12... After I updated to .12, none of the OPM (heh, saying it fast sounds like Opium) planets show up... there were for a while, but they suddenly *poof*! Do you have any Ideas? I currently have TK (Trans-Kuptonian) and am going to add the 1.22 of Minor Bodies (another cool planet addon) But I really want to visit Tekto (I'm even going to try installing some sort of cloud mod onto my crappy computer after finding out running it in opengl mode helps with ram). I'm running my current save in Science Sandbox and I want to send a "primitive" probe out into the Gas Giants, but it makes it hard to visit your planets when they arn't there... The way I have my KT set up with the other planet packs, they are using KT's .dlls, and your planet pack doesn't seem to work with it. ATM saw the textures for your mod and compressed them, they just arn't showing up in game? Any idea how I can fix this?
  5. just a quick question, and I'm curious (also, sorry for necro), how did you fix this? You say you had a bad .craft file, is that something that can be fixed by starting up a new save? Or does it call for a re-install of KSP? (I really hope it isn't the latter because I have super slow internet and it would take a really long time) NVM, looked on the wiki (of all places!) and it told me how to fix it, will do so!
  6. I want to say thanks first to lajoswinkler for letting me do this. If I decide to post any more mission updates, I'll probably do it in my own thread, but for now I'll do it here along lajoswinkler's posts. This Mission contains 5 images, and has seven (7) text logs explaining what happened, semi RP style with what is happening. Below is an Imgur Album, mainly because it seemed easier... The text logs will be in chronological order with the pictures, so I'm sure that you can easily figure out which log goes with which picture. I used Steam to take the pictures (as it only captured in game images, and not my entire screen), so the text logs are titled to go with the names of the pictures (and it makes it look more realistic like an actual report! 2015-02-13_00001: Here, you can see the Probe I intend on sending to Minmus. Attached to it I have the Low-Res Image Scanner, and the solar panels to properly power it. The antenna uses roughly 6ec/s while transmitting data, the solar panels provide at most 14 ec/s while facing directly at Kerbol. I just hope I can use the fuel I put into it, for some reason MJ doesn't recognize the fuel... but its there! 2015-02-13_00002: Unfortunatly, it didn't register the fuel... I'll have to edit it and make it work, the next picture I post will hopefully be in Oribit Addon: Turns out I didn't even put fuel into it... it now has 1.52 TWR, with 4691 DV! 2015-02-13_00003: Back again with an update (but these are all posted at the same time...) heh... ANYWAY! Here you can see the probe flying, the Mun is "above" the probe. This picture is taken mid transfer to Minmus. I was hoping that I would be able to see Minmus, but Kerbol is to bright and is preventing me from seeing the tiny ball of mint icekream frozen water and dust. The next update will come when either something cool happens, or get pulled int Minmus' SOI 2015-02-13_00004: See that bright dot just over Minmus? Yea, I wanted to get rid of the extra fuel (like... I probably had enough to burn down, land on Minmus, then fly back into a stable orbit...) 2015-02-13_00005: So, I've done it! I made it into orbit! My Apoapsis is 242.8~ and my Periapsis is 241.7~ with an orbital period of 1 day, 54 minutes, and a few seconds. If I wanted to, I could probably put me into an orbit of 1 day around minmus, but I'm not gunna do it, but I actualy could. I mean... I have to much fuel, I still have 4626 DV and a TWR fo 30.93. One last note: After completing the Altimetry Scan of Minmus, looking over the scan... I have bad news... Minmus is, in fact, a Moon... not a ball of frozen milk... Jebidias dream of eating a ball of icekream the size of Minmus will have to wait until we find the ledgendary Space Cow and milk it... In totally, it only took 96 days to get to, and orbit, and finish the scan of Minmus (it probably took less but I wanted to be 100% sure I got all of it with the scanner)
  7. It does... I'm using it now. How? simple: use the latest KopernicusTech .dll's and not the one for OPM, it works just fine! (so far, I don't have the technology to fly to one of the planets without cheating, yet)
  8. aw, that kinda sucks that there isn't science past Kerbols orbit... Well, maybe if _Augustus_ or someone else can get Star working (agian) for Kopernicus Tech (worked just fine with Kopernicus Core, I think it has something to do with Kitopia Tech), or you could get Trans-Kuptonian, it adds "commets" and "asteoids" in highly essentric and inclined orbits around Kerbol, with the closest one on a near colission corse with Kerbin (the orbit actualy intersects Kerbins orbit, so if you time it right you can get ALLOT of science early game by launching a rocket at it while its close :3) Oh, and I found the perfect design for a minimalistic probe. I use it for SCANsat stuff because thats how I can ballence it easily. I use the Hex core (I can' remember which it was, its the 6 sided probe core with reaction wheals that are .5 strong), 3 BoxSat folding panels (super strong and small~ish), 3 inline batteries (the .356m ones), 2 .356 reaction wheal, and the commutron 16 to transmit data ,and depending on where its going to go, either 3 tweak scaled inline RCS tanks (I use a mod that gives me .356m ones that have 80 rather than 60ish with tweak scaled stock one), and a monoprop engine (I think the one that I was using comes from a mod, but you could use one of the radial ones with the thrust tweaked to give it allot of time, usualy you have high DV because the MP engines have low output). I use a bit of cheating to get it all "hidden" so the onlythings that are visable, are the solar panels, the antenna, the thruster, and whatever SCANsat part I'm using. Because I like playing in Science Sandbox mode, It takes me a bit to get everything, so I have only tested the design with the Low-Res scanner, and the Multispectral scanner. The box-sat panels weigh .025, and the scansat parts weigh .03, and so I've balanced it by having 2 panels on the side of the probe, and one on the opposite side of the part, with the antenna near the panel, giving it equal mass on all sides. I think I'll try and take some pictures of the satellite today, and then post them here for all to see, I'll also try and take some shots of my ships as they head for Minmus! (my next place after fixing my planets (now I just need to figure out why I can't freeking open up the load menu...)
  9. Can I get some quick help? I tried what Trillion told me (not sure if its here, or if it as on OPM thread), by installing the update, and putting OPM's kopernicus .dll in, and that still didn't work. Anyway, I've tried several things, using Kopernicus Tech .dll's, OPM's, and that still hasn't worked... And, now I'm wondering if i'm installing it wrong xnx I know that this mod *motions to thread* is the "Main" mod. Now, the addons come with the .dlls, and thats always confused me. If I just install the mod, for example, OPM, without installing this, would it run? If it doesn't, that means that I have to install this, but when I'm putting the files for OPM into my gamedata folder, it asks me if I want to replace the .dll's that are there from KT. I'm not sure if I should overwrite them, or skip that step, and only keep the one that came with KT. Could someone please explain this to me, and hopefully I can get my planets back!! (btw, this happened after trying to update to the newer version of Kopernicus Tech)
  10. I uuuhhh... think you may have overshot it a bit there... you should leave it to leave Kerbols influence, see if there's science, and then bun like crazy to get captured again and see if you can't fly past Kerbin at 30km/s! or more!
  11. I hate to be necroing... but, is there a status on this mod? Is it compatable with .90? And are there any more updates planned? Also, in the OP, you say its compatible with the Interstellar mod, is that the Interstellar mod itself? or the interstellar life support mod? And I like the idea of a "liquid" battery, like the good ol' lead acid batteries! the only problem with them tho is the occasional leak... but hell, their kerbals whats the worst that could happen! *que spaceship rapidly dismantling itself on the launch pad from the weight alone* hmm... that's not the worst but you get it!
  12. _Augustus_ Said that OPM is incompatable with the new update, any word on that? is anyone else having problems? I know he's had strange problems before (his openGL thing and black planets), but I'm a bit afraid to update to the new Kopernicus Tech if i'm going to loose my favorite planets!
  13. hmm, I think 1.5.2 OPM works with it (and I think thats what your saying) because I booted up with it, then ended up removing it (I also used to play with TAC Lifesupport but I've kinda migrated over to the Interstellar lifesupport one... I might switch back to TAC, but for now I'm good with what I've got). I've also experimented with the Mod Oriented Tech mod (that changed the tech tree) but it just got confusing... there was one that I played with and was easier and alot more fun). So I've effectively restarted 3 times since updating to the new Kopernicus Tech. I've also designed a SCANsat basic scanner that I'm going to launch at the Mun with a giant catepult with a big rocket. I've also got two tiny micro landers that, once I've gotten into orbit, I'm going to drop onto the Mun at high speeds let float down gently with its 2.## TtW with nearly 2500 m/s of DV onto the Mun, and do a Laser Surface Scan, Temprature, and Seismic Scans in a biome, provided it doesn't run out of fuel on the way down (I intend on bringing the orbiter in at a low Periapsis, circularize, drop one, then drop another (hopefully on two different biomes xD) and enjoy the Science! I just hope I'll have enough for a plane change (but will start it durring the transfer from Kerbin to the Mun) Hey, lajoswinkler, if you don't mind, can I post pictures of my effort here? Or should I start my own topic?
  14. its an ingame option. on the stock toolbar, there is the DRE Icon, if you click on that there are 3 options, Easy, Normal, and Hard. There are other check boxes but I don't know what those do :3
  15. I'm not getting any of the planets to show up... I'm not sure if its because of Kopernicus Tech, or if maybe its something to do with OPM, because I saw that it got updated and that it didn't have the correct Kopernicus DLL... Can someone let me know if they have a similar problem and how I can fix it? I didn't have this problem when I used _Augustus_'s Kopernicus Core mod, and I was running Stella and OPM just fine
  16. Eh, if anything I'll just remove DRE... ironicly I havn't gotten any of my spaceships to explode... even when down into kerbin at 2k/s at an angle of about... 20-30 degrees... still no explosion, the shield doesn't even ablate... kinda erks me... I guess I'll just have to deal with FAR ripping my ships apart when they slam into the atmosphere... good enough for me! Now I just need to work on getting the new planets to actualy show up... because for some dang reason they arn't showing up.. ATM (Active Texture Manager, because i've only got 4 gigs of ram and yes, i'm 32 bit) compressed their textures so they're properly installed, which makes me think that it has something to do with the KopernicusTech mod itself
  17. does anyone know if this is .90 compatable? these look really really awesome and I don't want to break my saves installing and testing them (not to mention it already takes about 5mins for KSP to load on my pOS)
  18. no! Say it isn't so! I really want to send my probes to the OPM planets! (what version are you using? I mean, are you in ksp .24/5 .90, and are you using Kopernicus Core by _Agustus_ or are you using the new KoperincusTech, which I am going to port over to, unfortunately Stella is incompatable D: unfortunatly) I on the otherhand, have FINALLY begun exploring the Kerbol system (though I will have to restart because I'm switching to Kopernicus Tech), and had a probe on its way to Duna. It was going to take roughly 320 days to get into its SOI, and in the next 94 days and 134 (ish) days, two asteroids, a class C and class A (respectively) were going to come into Kerbins SOI with the farthest (class A) periaps being at roughtly 8Mm or so from Kerbin, I was just hoping I would have the knowledge to build a rocket capable of intercepting it (because so far my rockets havn't looked pretty, and were bare minimum functional). I have successfully sent a manned mission to the Mun and to Minmuss, with the Mun lander also carrying two, very small, barely operational (like... I use the reaction wheals and it runs out of power) SCANSat probes and put them into polar orbits around the Mun and Kerbin (and the kerbin probe is off in a way that I don't have the poles scanned). The... Mun mission ended in 2 "simulated" fails... before Bill Kerman maneged to land on the opposite side of the planet... he really wanted to see if he could find any of Jebidias bod-er, crash to bring back so they could make it into a memorial... but that will be for another mission... in another save... in another universe :3
  19. wow... that last picture... absolutely beautiful.... all those little teeny tiny dots in the distance... I'm surprised that the solar panel (if that's what that is) works well/at all at that distance. What is its energy rate that far out?
  20. Hey CaptRobau, do you think you could update your download link? The mod still works for the current version (.90), but your download link is to a non-existant site, and is redirected to the curse.forge page. If you could re-upload it to Kerbal Stuff or to Curse Forge, then I'm sure it would help with the confusion, and I'm sure that someone has a link to it (ObsessedWithKSP apparently has a link on page 7)
  21. So, I was messing around with this and ended up making this adorable little probe thingy and.. well... I used the Small Blimp part, and started lifing, I got the gas mass down to 0%, and was traveling upwards at around... 1400m/s when I got high enough that the balloon exploded, and thanks to Kaboom (amazing for planned unexpected explosions) to get rid of the gondola, and then activated my little terror. I used the XL SRB, the .65m one with about, 16 sepetron motors attached to the bottom... I managed to get halfway into orbit using just those XD. I then used Modular Rockets Monoprop engines to get the rest of the way and desided half way thru thru that I wanted to visit Kebal Klaus, was a major dissapointment... But in doing so, I captured a beautiful picture of teeny tiny Minmus and Mun. That all inspired me to think of some sort of delevery system, allowing for sounding rockets to be launched off of a larger rocket to fly into another planet. The reason I explained all of that, is because I was wondring if there is a way to make a part that flies off apon impact, allowing for a rocket to be launched without a parashoot, and have it land safely with all the science (either it being some kind of core, or using another mod called Science Containers... its been a life savor... it allows the comand pod/probe core to collect all of the science form the ship, instead of storing it on the part or having a kerbal go out and grab it while falling thru the atmosphere at 1000+ m/s). Do you think something like that is possible RoverDude? I know it can be done with sepatrons and action groups, but I was wondering if it would be possible to make a part that detects colision and auto-ejects the core? Either way this mod is totally awesome~~ Also: maybe some sort of propeller? So that way you can make little RC probes that can fly on planets with atmospheres and collect data if a kerbal is stranded in a hole or without an engine (an all to common problem with landing to fast, thinking you can do it without parashoots... you can't do it very well atleast... poor kerbals...)
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