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About GKSP

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    Spacecraft Engineer

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  1. Sometimes I get the white haze when launching a vessel. I do not use Scatterer, for it adds lag to the game my laptop can hardly handle comfortably. I find that going to Map view and back fixes the problem.
  2. Thanks. Is there also a patch to make Sun tracking optional? Sometimes I like it, sometimes I don't. Edit: on solar panels
  3. When pasting these into a new file, can I name it whatever I want?
  4. So... I'm not that good with modulemanager, but I understand that you can write a small .cfg file to change stuff. Does anyone have the code to put in a file that sets the default fairing settings to "Clamshell" deploy with two sides in the editor?
  5. I think that is the case. While attempting to create more resources for the player to manipulate, I noticed that the IntakeAir resource still did exist, though it was hidden in-game. It just has the property of hidden for the resource menu. If you use Raster Prop Monitor, it will actually show you how much air is available under the "Resources" tab. Adding more intakes increases the maximum amount you can hold, and if you design a spaceplane to switch to combustion mode in-atmosphere (as well as closing the intake), you can actually use the air in a vacuum with jet engines before it runs out.
  6. I do have a question about the instruments. What's the one that has the three hands that always slowly rotate, and looks kinda like a clock numbered from 0 to 9 or so?
  7. I made a cargo plane using the Size 2 commercial cockpit and noticed some screens in there. They reminded me of times years ago on KSP .90 playing with RasterPropMonitor, and they look like those screens as well, so I downloaded that mod. However, the screens in that cockpit don't turn on with the mod installed. Is there a way to make them functional?
  8. I dont have the DLC, but a substitute could be a bunch of those snakey joints with an external command seat at the end. Best part is that it can double as an advertisement for your local used car dealer.
  9. Although I have lots of KSP plans and rockets, I haven't exactly gotten to the point of kerbals on other bodies, which I should have done by now. However, I have planned a fairly large trip to Jool in my mid-high tech Science game. This mission is based around a central mothership which the lander(s)? and plane are attached to. With my design, this can function as both an exploration vessel and a space station platform. Because of the long transfer time for a Jool trip, by the time I return data from the Jool system, I would already have more upgrades researched. After this, I can put together a module cargo/tug ship in Kerbin orbit that can transport new and modern modules en masse. If you want a fueling station, one of the initial landers can be an ore harvester that brings material to be converted at the mothership/future station.
  10. So... FIrst things first: I have no idea where this should go. Why? I have no idea what #autoloc is and what it means and if it pertains to a subcategory in the forums. I just started a Career game yesterday and had just gotten to SPH level 2, so basic action groups were available. This was everything except the custom ones, of course, as well as all the flight input stuff under the #autoloc action groups. I wanted to set an action group to Action01, but that was not available, because it was only SPH Level 2. Despite this, I got curious and clicked on the Action01 in the #autoloc heading. No part actions were available, but it did unlock the custom action groups that were not under the #autoloc heading. The action group functioned properly in flight, but I feel like I cheated the system. So, if anyone reads this who has a Career save, congrats. You just got action groups on your Level 2 SPH and VAB. Also, I wouldn't mind if anyone could explain what #autoloc means.
  11. If Use the new DLC to fold up a plane with these parts, will propellers break? I want to put Grunded vehicles in a plane, protect it from heat with a mk 3 cargo bay, and send it to Laythe as in instant base.
  12. Hey, anyone who sees this mod and thinks, "Oh no, it's not updated for 1.7.1!", don't worry, it works. I have done some testing and it still works as advertised. Just a note though: if you EVA while in docking mode and press "C", the rotation controls won't work right and it becomes very disorienting.
  13. Amazing mission. So far, I have just brought the antenna rover back to the hab, and only had two points I was in need of a quicksave. One was on the rover trek to the RTG, where a terrain glitch exactly broke my battery. The second was when the PATHGIRDER broke. ATTENTION PLAYERS: DO NOT APPROACH THE PATHGIRDER WITH PHYSICS WARP ON CLOSER THAN 1.4 KM!!!!!! Yeah, it became unusable, so I had to open up a quicksave back right before I set out. I like how the story is mixed with the Kerbal universe. It's exciting so far. I will update when I complete it.
  14. I use MJ to place all sorts of craft into a 100km parking orbit, with the usual zero degree inclination. I have about 100 pieces of debis present, generally around this altitude or 80km. I fear the day I finally build my giant Jool mission mothership and do a slingshot or something that brings me to this altitude.
  15. I know there is a mod for that; I do not know if it is updated however. It would be a nice feature because my left pinky still hurts from holding down shift for five minutes last night.