Carrot
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Everything posted by Carrot
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Thanks for the detail explanation BUT! if you are talking about highly eccentric polar orbit, how highly eccentric is that? like an orbit with PE at the LKO and AP at the SOI? Will it be influenced by mun/minmus or any other moon from other bodies(for example Tylo if I am around Jool)? Thanks!
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For example: I have a network at Duna and kerbin. Do I need to connect to kerbin relay first and connect to kerbin? Or can i shoot the signal directly from there? Does the kerbin relay need to connect to the kerbin itself with normal antenna? Does the relay on Duna need to be high powered like the kerbin one or just with the shortest one will work fine or a short ranged relay but long ranged antenna so I can connect to kerbin? Thanks!
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Carrot replied to sirkut's topic in KSP1 Mod Releases
So does it have the AssetBundles folder in the MagicSmokeIndustries folder please? I just delete it even after the 2.0.7 -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Carrot replied to sirkut's topic in KSP1 Mod Releases
I can't see the icon at toolbars. Any hints please? -
I am still in 1.1.3 but the M1-A2 wheel said "blocked" yes. What can i do to get the wheel working please? I think it should be clear?
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Here are 1 question to each of them. 1) Lab: If I put something to the lab, i can't send the 'report' to the KSC right? For example. If I bring a surface sample up and process it, it won't let me to recover the surface sample at KSC no more. Am I correct? 2) Antenna: If I have rovers that have a short range antenna without relay. (Yes they were landed / launched sometimes before 1.2). But then I put up a relay network up in orbit (They are strong enough to reach kerbin relay for sure). Can I transfer reports from those rovers and get science or I can transfer the report but getting no science? Thanks
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But minmus has inclination problem. And flats doesn't have much ores in my game
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In this stage of game I can finally mine on mun but it is hard to dock with uneven terrain. Also, I need to launch the fuel tank up to mun orbit, transfer it to LKO to dock and refill my ship. Then burn back to mun landing and dock with the base again. Why not just launch fuel tanks up and refill? It is not that hard to build a full recovery rocket in KSP. Just put a probe core, heat shield. Parachutes then you can pretty much land everything on kerbin. You even save up time to dock on the uneven terrain by hitting the recovery button. Launches are cheap as well. Why bother so much to set up a mun base, mining and so on? The more reasonable mining places should be jool's moons and duna?
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
Carrot replied to icedown's topic in KSP1 Mod Development
Hi there is there a bug? I ca't get away the science UI after transmitting and can't get into any buildings after taking a "photo" -
Keep the space clean is the requirement of my missions! I only leave those useless rescue-d ship and lander part behind. I really hate those rescue thing. Thinking of launching probes up and take them down once the space program is rich enough
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[1.0.5]AutoRove - autonomous rovermovement in the background
Carrot replied to Wotano's topic in KSP1 Mod Releases
Just wonder why it is so lack of replies with this great mod- 139 replies
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- rover
- automation
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[1.0.5]AutoRove - autonomous rovermovement in the background
Carrot replied to Wotano's topic in KSP1 Mod Releases
Thank you!!!!!- 139 replies
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- rover
- automation
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[1.0.5]AutoRove - autonomous rovermovement in the background
Carrot replied to Wotano's topic in KSP1 Mod Releases
It was such an awesome mod.. I made some rover because of that. It makes rover possible to play with rather than just takeoff and land- 139 replies
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- rover
- automation
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Carrot replied to sumghai's topic in KSP1 Mod Releases
Just asking. Can the Real chute not listed as dependency if the things works without the mod? I am really not a fan of that mod. May be put it as recommended in ckan? Is it possible please? -
Just asking. Will it become a part of ckan?
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It's like a fate. While my ships were on their ways to the planet, something always went wrong with the save. For example my camera stuck at a place while my ship was moving, the orbit were simply uncontrollable and the time warp could not go faster than 1x stating it is under acceleration (which was not). All kinds of bugs appear when my ships/ drones heading to duna. Even though none of them were active. I will not play KSP until 1.1 come out
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A stupid question to ask. How to build a interplanetary network? Is the long / medium range plate has to be put at the edge of kerbin influence? How many of them is enough to maintain a sable network Does the biggest plant needs to point to a specific target too? Thanks
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I don't know why would it burn up. I checked in very detail. It has -116km Pe not above 0 at all. My another 1st stage didn't even hit 70km but it still said burnt up with 2xx m/s but there is a touch down speed said 6.x ms. Is there any problem from me? I didn't install deadly reentry. May I know how to use it please?
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Carrot replied to SuicidalInsanity's topic in KSP1 Mod Releases
Hi is it possible to keep name of those parts next time or even using the old name with the new replacement please? It is so painful to build a new one after updates Is this too hard to make? If yes, just ignore my request- 1,496 replies
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- mk2
- spaceplanes
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Make sure your drills are attached to a HIGH mass object like a giant fuel tank / solar panels. Drills will produce heat and when they're attached to high mass objects, the high mass objects help to absorb a lot of that heat efficiently. It was not attached to something high mass / solar panels at the beginning but then can I dock a high mass object / solar panels with the drill part? Will that help or is it still the same? Thanks! Engineer too. Can I dock one in different module later? Thanks a lot