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CaptKordite

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Everything posted by CaptKordite

  1. You've done a much better job that I every could have done. Do you think you could get a Gold (Yellow) in there as well? I tend to use the Star Trek colors Gold=Pilot, Blue=Science, Red=Engineering.
  2. I've been working on this myself but am probably several steps behind you. I've been using GregroxMun's MultiColor Suit Pack for a long time and rely on the colors to identify rolls. If I can export the default suit so that it works in Texture Replace, a simple changing of stripe colors will solve my problems.
  3. Started trying to take some of the older skins and adapt them to the newer version. Bob was supposed to have a mustache but because I saved as a PNG file instead of a DDS, the skin was applied upside down so he ended up with a monobrow, a neckbeard, and a yarmulka.
  4. Did the thing. It's working fine. Maybe I had installed 0.1.6.4 thinking I had installed 0.1.6.5.
  5. I had been using 0.1.6.3. I deleted the old folder and loaded up 0.1.6.5. In the VAB, Kronal Vessel Viewer no longer showed an icon. I reverted back to 0.1.6.3 and KVV was back.
  6. THE SKY CALLS A Kerbal Space Program Blog https://the-sky-calls.dreamwidth.org/
  7. I have created an updated file. The waypoints on Kerbin are very accurate. Those elsewhere aren't necessary as precise but should be good enough for a landing target.For now. I'll update them as I can. http://www.tasigh.org/ksp/CustomWaypoints.cfg
  8. I never could get the hang of airplanes. Thankfully, the previous version of Hooligan Labs Airships still works.
  9. I just copied my folder from 1.3.0 into 1.4.1 and it works so far with the exception of the icon being blank. Your mileage may vary. This makes me very happy because I never could get the hang of airplanes.
  10. Just went to Github thinking "Hey, maybe the previous version will work. It's happened before," and saw the 1.4.1 download uploaded 19 minutes ago. . . . . .Oops. That's not working. Guess it's still under development. I guess that answers my question. Yes, it's coming, just not yet.
  11. I've tried with several versions. CRP v0.7.2.0 for 1.3, the previous CRP v0.6.5.0 for 1.1, and the current CRP v0.8.0 for 1.3.1. All the same results. Some modules have content, the Small Fertilizer Tank, for example, but the other tanks show nothing. The Small Hydroponic Garden in the VAB just has an "Activate" button and, when launched, has only "Status: Moving". Nothing seems to consume electricity. Again, I suspect this is because I'm running 1.3.0 and I don't plan on upgrading until Making History and 1.4 is out (I don't want to start over a career again). If there's not a simple fix already known, I don't expect much troubleshooting on an old version. I just wait for the fully up to date version later.
  12. So, in having installed the mod, the parts have no resources. I have slots for crew/civilians but no electricity, uranium, or other things. Am I correct in assuming that this is because I am running 1.3.0?
  13. I just want to say that I am really enjoying this mod. Normally, I am able to launch on every launch window opportunity and have craft on their way to everywhere by the end of the first year. I'm 5 years in and while I have a decent Mun base (that took months to build) I have only two interplanetary missions, one of which is Val is on Duna waiting for a return window. It feels more like a real space program.
  14. Sure, but then you have the entire lower half of the capsule covered, which defeats the purpose of having that nice docking port window.
  15. I've just started using Near Future Ships, mostly to get some modules with a larger capacity. I like the size and shape of the Mk4-1 Heavy Command Pod but that shape makes it a challenge to reenter without slapping on a larger heat shield, which messes up the aesthetic lines of the whole thing. What do the assembled think? How do you bring this thing down without it overheating?
  16. I've been playing it a lot recently. After 3 years of KSP, my first concerted effort at interplanetary has been with RSR. Just last week I stranded missions on both Moho and Duna.
  17. They may need some tweaking. The SL-10 Rustic Parachute in the parts list now says it's Fully Deployed Effective Diameter is 7.4m when, visually, it is the same 20m diameter as the Mk16. On the plus side, though, it brings the landing velocity down to a gentle 5m/s so, "fixed" applies, I suppose. The SL-2 is still letting the BBQ hit the ground too fast. I haven't been able to get anything to fly decently. At TL1, anything I try to build flips out of control before 10km. I can do a little better with the parts at TL3 but I haven't been able to get a Space Box to orbit without at least tumbling the whole rocket a few times before 20km. Has anyone else had more success at low tech levels?
  18. As soon as I saw this I downloaded it. Should go great with Rusty Star Rockets and Professor Phineas Kerbenstein's Wonderous Vertical Propulsion Emporium. The first thing I found was that the parachutes are off by a factor of 10. The SL-10 Rustic Parachute is graphically the same diameter as the Mk16 but it says the Fully Deployed Effective Diameter is 2.1m, whereas the Mk16 is 20.7m. Consequently, it allows your cardboard box to hit the ground at twice its tolerance (same as for the SL-2 Plastic Parachute). I looked at the CFG file but they look very different and I couldn't figure out what to change.
  19. I've been playing KSP for three years and this is my first crewed mission to Moho. TL6 except for the nuclear engines. I think I have enough fuel to complete the mission and return to Kerbin.
  20. Example. . . Crew a capsule and launch it. On the pad, you can generate a crew report. EVA and right click on the capsule and you can choose "Take Data" in the same way you could take data from any experiment. Board the craft and the crew report is stored. You can do another crew report (once in flight or landed in another biome) and now you have two crew reports. This works with all the stock command modules and with the RSR Capsule, Avion, mini-capsule and cockpits. Crew an S2 Capsule (or a Capsule 22 or U-Boat) and launch it. Again, on the pad you can generate a crew report. But when you EVA and right click on the capsule, "Take Data" is not an option. You can't take the data, restore it, and then have the slot open for another crew report from a different biome. Your choices are to overwrite it (and loose the data) or transmit it. This isn't a terrible hardship if you have an antenna on the capsule and have communication. Crew reports earn 100% when transmitted so you don't have to schlep them back to KSC but transmitting costs power and I have made the mistake of transmitting my batteries dead and having to wait until local sunrise to get power for the return. Again, not a terrible hardship but it strikes me as a bug rather than a hidden feature.
  21. Glitch one: I am unable to "Take Data" from the Capsule S2, Capsule 22 or U-Boat. That means I can get one crew report permission rather than getting a crew report, taking all the data from the module, restoring it and generating another crew report for another biome. It works fine for the other modules. Glitch two: Those are some pretty bright spotlights. Feedback one: I'm all for retextured stock parts. Service bays. Crew Cabin. Feedback two: I love the Cargo Bay. I've seen some other bays that I like, such as a part the size of a Structural Fuselage that opens like a cargo bay. DMagic has some experiments that open up like that. The Vertical Propulsion Emporium has some parts like that, too, but he hasn't updated. Feedback three: How about some 50 or 100 unit RCS fuel parts? Feedback four: You seem to be missing something comparable to the RA-2 Relay antenna. Feedback five: I was going to say a 2 person capsule would be nice but bolting two capsules together works well enough. A Fuel Tank Sphere 2 turned into a two crew orbital module, like what's on the front of a Soyuz, might be fun. Feedback six: I very much like that I was able to pull my RSR craft files from a year ago and still have them work. I've been liking Tantares recently but the mod author changes file names. Load up the new version and your ships disappear and your crews die with them. I've uninstalled that to play with RSR for a while. As I said during my brief time on your feed yesterday, I haven't gotten the hang of planes but I'll maybe load up Hooligan Labs and build some rusty airships.
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