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Markrc93

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About Markrc93

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    Curious George
  1. Underneath the science section there's two instruments that can do that and there's one part of the UI: Part wise: The accelerometer which reads out in g (when stationary on the surface, it'll give you the strength of gravity at that point). You can measure it on Kerbin's surface (ideally sea level) for your reference point. There's also the gravioli detector, which regardless of its motion will read out acceleration due to gravity at that point (again, you can measure it on Kerbin, ideally sea level) UI wise: your g-force meter to the right of the nav ball, while not very precise of
  2. Well, depending on your mod layout, there's three other methods I can see (I use the first two personally) outside of what you've already been trying (I honestly have no experience with on the ground docking methods: so I can't give you much to improve your method there, though I'm sure others might be able to) Planetary Base Systems + KIS/KAS: Launch a base segment (like a lab, habitat, greenhouse, etc), optionally with two end storage parts (so you can haul extra stuff, and still easily balanced). Then KIS/KAS pipe them together like so: Second option, if you use Extraplanet
  3. And thank you for your speed on responding to it and filing the issue on github for me. If there's anything else you need me to examine or pass you from the save file that may help you out: just ask (I won't be ditching the quicksave file for the foreseeable near future). I've resumed usage of the mod on my save, and enjoying each moment of it.
  4. Here you go: I've done a bit more troubleshooting, and I think I've narrowed down the issue somewhat. Here's the test craft I used, fully stock: No connection as you can see: but, I was thinking it might have something to do with the station module I launched before this all started. The station has no unmanned control points (probe core or otherwise), no electricity but it does have a relay antenna (tuned to frequency 1) as you can see below: But, while in control of the testing craft: watch what happens when I disable the station's antennae from the CNC menu: We hav
  5. I love your mod as I've probably stated here before as I've been using it for quite some time on previous saves: and rather recently on my modded career save on Galileo's Planet Pack I've ran into a slight issue. Everything had been going smoothly, I was able to construct an Iota relay network, frequencies and all were acting as intended... But after launching up a station element with a relay antenna, I went to launch another station piece... and found I was unable to make a connection with the segment on the launchpad. I retried with just a probe, a battery, and an antenna: but still no dice
  6. 100%. The compounding problem here is "the bar" I think. There's a decent amount of people who want to try and act like Squad isn't a company that has to make profits and exists in this utter bubble separate from all game making entities. We don't have DRM (where we have to be connected to an online server in order to play a single player game), we don't have "supporter ranks" (where you can/could buy privileges, like shelling out $100 to have a Kerbal named after you), we don't have invasive analytics programs that quietly harvest our personal information like email, gaming habits, and m
  7. Ah, my apologies there, I should've checked over at the Kopernicus thread. I understand completely, thanks for your patience, quick reply, and hard work on the mod. Loving the planet pack a lot though, just between Gael, Iota, and Ceti alone it's really re-energized my career plays. I'm really looking forward to continuing to play it for a long time and seeing each planet first hand through each of my various missions. Thanks again!
  8. Loving the mod so far, only recently sent out an unmanned probe into a solar orbit (haven't been anywhere beyond Gael and Iota manned, been at Ceti unmanned) on career. I'm on the most updated public release version, on KSP 1.2.2, and I found this contract erm.... well, I think the image speaks for itself. "Yes. We'd like you to drill for ore.... on the sun. Will 466 grand cover it?" "Doesn't seem to be anything we can't handle." The only mods I use which alter contracts is Strategia and DMagic Orbital Science (which so far seems to work just fine despite not
  9. Personally looking forward to the option to pick individual frequencies for each antenna, makes more realistic designs like the NASA one below more practical (that is, one dish pointed towards a Kerbin ground station, then another tuned to say: a ground base on the Mun, rather than the current system) Though, not sure how feasible it is or if it's possible within the proposed framework... I would love to see a feature that allows for backup networks as well, that is, for those of us that do a bit of roleplay type building in their saves or like having redundancies (where they might not
  10. I've had the previously mentioned heating problem with my reactors. The attached is a base I've been using pre-update, where before pre-update I could run everything, no problems. Reactor core stable at 1000K/1000K, no heating issues, drills running perfectly, all modules running, so on so forth. The only update I've made since this point is updating Roverdude's MKS, Roverdude's Lifesupport, and the associated files/folders included in those two. http://i.imgur.com/iJX9hnp.png As you can tell it's a bit weird here, as I've got 2 large deployable radiators, 2 medium deployable radiato
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