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Andrew Jolly

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  • About me
    Bottle Rocketeer
  • Location
    Sydney, Australia
  • Interests
    Astrophysics, music, politics, space, science, boardgames

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  1. Hi - love this mod - thanks so much to everyone involved in putting it together / maintaining it. I recently upgraded to 1.12 with the two expansions (been away for a while) and I see US2 has a bunch of new parts. I am a little confused about the use cases of the two microsats, I read back a few pages and realise that this might be a WIP, but I did download from CKAN so I thought I'd ask in case I'm missing something. The smaller lunar sputnik like one - has a very low amount of EC and no control, yet has some science experiments. Is the intended useage to let them go on their own and perhaps control via ground control or something? The second larger one has an animation that pops out as soon as I load it into the VAB (perhaps a magnetometer?) and I can't work out for the life of me how to retract it. I've tried from the launchpad and in space and same situation holds, so at the moment its not useable as I can't launch it as is. I've tried to find other people's example crafts using these parts but haven't been able to find anything, and the US2 site doesn't seem to include these new parts yet either - if there's somewhere I should go to read up about the newer parts could someone point me towards it? If these aren't known / expected behaviours - I'll come back with my list of mods / logs / screenshots etc. Thanks!
  2. Hi! I'm a returning player from ~2015, never really got involved in the forums before beyond a bit of lurking and reading about mods. I've dropped in here and there and I've never uninstalled the game, I just, I guess, started playing less when life got in the way of shooting rockets around space. I see from my quick look of the game just now that A LOT has changed in terms of what you get in stock + expansions. The likes of KAC, KAS, KIS all seem to be included as stock in some ways plus a bit of I guess KER in terms of delta V readouts. I have had a quick look on youtube for current streamers to see what modlists they're playing with, and have some good ideas and have taken a look at CKAN to see what's still working, but I guess I'm asking if there's a good thread or other resource where people share their modlists and justifications - that sort of thing. In terms of what I'm looking for, honestly I don't often play with sandbox, and probably the main reason I didn't play career much back in the day was I just thought the contract system was a teeny bit broken - so yeah, I guess I'm looking for things that make career & science modes more interesting and difficult. I will definitely be checking out what's up with the most recent iterations of life support mods, but Kerbalism just seems a little bit too much like hard work right now - I could probably do without performing ullage burns... I'm an astrophysics researcher in my dayjob so I'm quite happy crunching all sorts of numbers and optimisation. I know the answers to all these questions are probably on the forum already, but I did a quick search and couldn't find anything recent and obvious. Thanks!
  3. Hi - I'm a returning player. I played quite a lot around beta and version 1.0 and then life got in the way a little bit. Anyway, turns out I have a little bit more time in my life for more of a 'lifestyle game', and I'm really looking forward to getting my head across all the updates that have happened, and what is the 'perfect' modlist for met to get back into the game.
  4. Today in KSP I decided to get back into KSP... I first got the game in I think 2014 and had a good tinker...but I've not really played it since then. I now see we're at a final version pre-KSP 2.0 (the trailer for which made me cry...) Currently trying to decide what modlist to play with and get my head around all the insane changes that are now in stock! There are hinges now?! Kerbal Alarm Clock is now stock?! Everything looks so much better (even on my terrible old laptop). I'm coming to post in this thread because honestly this seems to be the one of the most active threads on the forums and I'd quite like to be a part of the community.
  5. Hey - firstly fantastic mod - I couldn't imagine playing without it in any life support game, both increases and decreases the need for head canoning - perfect! A quick question though, when doing resupply missions and transferring fertilizer/supplies from a KIS container to a USII wedge bay is there a way to transfer them across as 4 height wedges rather than individuals? No worries if not - it just means 8 click drags rather than 32. I haven't tried transferring from one USII part to another not using KIS so maybe that's what I need to do?
  6. Hi, Firstly, thanks for this amazing mod, its great to be able to build more realistic command vehicles using it. I'm not sure if this is a bug, or deliberate behaviour, but if it is deliberate I would like to know the way around it. I have built a 2 stage launch stage, and have a service bay at the top of the second stage with batteries, plus a control core & RCS. The intention is to launch to LKO, and then dock the 2nd stage to a fuel depot to unload and then deorbit back using RCS. The problem is that when testing I don't appear to get control of the probe. I can have full throttle or zero throttle, and I can follow prograde, retrograde. The connection to the commnet in the top left hand corner is totally blank. I have checked that I have electric charge (in any case, it doesn't work from the launchpad) I have other probes launched with the probe core on board with a different vehicle that work fine (full control, access to commnet). Is this expected behaviour? I have tried with a regular hecs probe attached on top of the stack and things work fine. I'm not sure what further information if any is useful - this is my first post on this forum. Thanks again apart from my comment just above everything else seems to work fine.
  7. Hi - I have solved this I'm pretty sure. It was related to an update to my firewall software, Comodo. I decided to delete and reinstall afresh, and on doing that noticed that Comodo had, unprompted decided to install the game into a different part of my drive - I have subsequently unticked the sandboxing options, moved the game back to C:/games and it all seems to be working fine. I don't know what happened pre-reinstall but perhaps it was stopping me running particular executables - anyway, now fixed. Thanks.
  8. I get a similar but slightly different error when trying to run the KSP.exe: Data folder not found There should be 'KSP_Data' folder next to the executable The folder is there - again, I've not changed anything. I have uploaded logfile onto my dropbox, do I need to upload the log file into a shared folder?
  9. Hi - I have been playing KSP today, left my computer to do some other things and have come back to it this evening. I am trying to play by clicking on the launcher shortcut but am getting the following error: Data folder not found There should be 'Launcher_Data' folder next to the executable This folder is there, nothing has changed since this morning, I haven't changed anything at all. I tried restarting the computer, tried deleting and creating a new shortcut, tried running the exe. from the folder etc. I get the same error. Here are the version number system specs etc: build id = 00861 2015.06.23 at 17:19:17 CEST Branch: master Version 1.0.4 ------------------ System Information ------------------ Time of this report: 8/5/2015, 17:14:32 Machine name: AJLAPTOP Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.150525-0603) Language: English (Regional Setting: English) System Manufacturer: SAMSUNG ELECTRONICS CO., LTD. System Model: 700Z3A/700Z4A/700Z5A/700Z5B BIOS: Phoenix SecureCore-Tiano NB Version 2.1 10FD Processor: Intel® Core i7-2675QM CPU @ 2.20GHz (8 CPUs), ~2.2GHz Memory: 8192MB RAM Available OS Memory: 8106MB RAM Page File: 5291MB used, 10918MB available Windows Dir: C:\windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.01.7601.17514 32bit Unicode Let me know if you want more of the DxDiag - there is reams of it.
  10. Hello! I posted in the sticky but now realise I should probably post my own thread if I have a specific new player question. I've been playing for maybe a week or so on and off and whilst I am getting to grips with getting into orbit etc. I'm getting a little bit frustrated with not being able to work out how much fuel etc. I need to bring for the mass of the ship - I'll explain where I am with my particular problem: I have landed my first ship on the Mun (great feeling!) but the tank is almost literally empty so no way to get back. Built a stripped back rescue ship (1 man pod, Octo probe, 90 cap fuel, terrier engine, legs, chute) managed to land 1.2km away from the first lander, but I only have about 700m/s2 left. I've tried a few times but always fall short of an escape velocity. What would be best to do - get into a circular orbit and do a rescue that way? Wish I'd put put an antennae on to get that cold hard science back a bit easier! This kind of brings me onto my next question - whilst the game itself seems incredibly deep and well imagined, the community/forums just seems enormous from mods to tutorials and I don't really know where to start - I like maths/physics etc. so was going to look into the Kerbal Engineer mod which I think will help me with knowing how much ÃŽâ€V I've packed, but is there anything else that I should be reading/installing that you couldn't play the game without?
  11. Hello, I have been playing for about a week now since making this the first new PC game I've bought in about 10 years! I've just done an orbit of the Mun and will be looking at sending up some landers soon. A couple of quick questions, I'm sure there might be somewhere on the forum about this, but: 1. Is there an easy way to calculate the total velocity changes needed for a series of particular maneuvers - and then added to that how much fuel/thrust you need for a payload? I've been guessing/trial and erroring so far. 2. Is there a way of knowing where biomes are other than constant EVAing? It may be that this comes with scanners further down the tech tree, I only have everything at science level 90 just now. This is a really great piece of work and a great way to test out my rusty maths and physics!
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