

Zo San
Members-
Content Count
13 -
Joined
-
Last visited
Community Reputation
3 NeutralAbout Zo San
-
Rank
Bottle Rocketeer
-
Precise Node not showing up in CKAN
Zo San replied to Zo San's question in Technical Support (PC, modded installs)
Barar: you were exactly correct. The filter was set to "Compatible" which is why Precise Node wasn't showing up. After switching to "All" I can see it and now I can properly uninstall and install everything with CKAN. I had no idea about the filters button until you pointed it out and am feeling a bit dim for not noticing it earlier. Thank you very much for the help! Really appreciate it. -
Precise Node not showing up in CKAN
Zo San posted a question in Technical Support (PC, modded installs)
I recently booted up KSP again, and for the most part I have everything working. The one problem I have is that Precise Node (the mod) is not showing up in CKAN. This causes several downstream problems, most notably when trying other mods that conflict with it. CKAN does not let me install Precise Maneuver, for example, because it conflicts with Precise Node. Since Precise Node is not showing in CKAN, I cannot uninstall it through CKAN. I tried manually uninstalling Precise Node (removing the folder from game data), but even after a refresh or full restart, CKAN is still convinced that Pr -
Can you attach parts after launch/mid-flight?
Zo San replied to Zo San's question in Gameplay Questions and Tutorials
Sounds very cool, I am going to look at adding it right now. Feels like it might make engineers a bit more pertinent too depending on how it works. I like the idea of bringing the actual probe that's been there with all its equipment back to ground so I'm going to try to add a parachute via KAS and if that doesn't work for some reason I might try to add a docking port and eventually get a shuttle to it. -
Can you attach parts after launch/mid-flight?
Zo San replied to Zo San's question in Gameplay Questions and Tutorials
I've occasionally thought about the EVA science grab and have another question regarding that for anyone that knows: if you have a probe with some science parts and experiments on board and you end up in a situation like this (brought probe back to LKO, have an astronaut grab the science and get into a re-entry craft and bring the experiment info down with them to Kerbin), will you still get the multipliers for 'recovering a vessel' that has been to XYZ places? While you are physically bringing the experiments back 'in person' as opposed to transmitting, you also are not bringing the physical -
Can you attach parts after launch/mid-flight?
Zo San posted a question in Gameplay Questions and Tutorials
Mistakes were made. I've got a probe going to Minmus, jam-packed with science bits and designed for re-entry at Kerbin... except for the completely missing parachute of course. Additionally, there is no docking port for the eventual orbital rendevouz with a space plane to bring it down with (I haven't messed around with space planes yet but I imagine simply fitting it into a cargo hold where it would be bouncing around on the way down without docking support doesn't sound particularly safe). Any way out of this? Would love to be able to rendevouz with it and have an astronaut Ma -
Transfer burns and alarm timings
Zo San replied to Zo San's question in Gameplay Questions and Tutorials
Otis, thank you so much for that reference! Loaded to the brim with helpful advice and it already has me thinking very differently about how to approach this particular transfer as well as others in the future. Going at the apoapsis so that you can align the orbital planes at the same time is brilliant and will make it much less of a headache. To answer your question: yes I usually start with stock maneuver node changes just to get in the ballpark, then I usually switch to the precise node mod to fine tune. Haha I think you might be right. I might also just be doing it wrong. But -
I've been looking through a lot of guides and especially tutorial videos but I can't find anyone that discusses this in the detail I am looking for. I set up alarms with Kerbal Alarm Clock (fantastic mod btw and I think the functionality should be built into vanilla, but that's another story for another day) so that I have a good idea of when a transfer window will be available. I assume that alarm timing tells you when you should be leaving (roughly). The problem is then, that I don't know what the best technique for burning is. Let's use Moho as an example since it's a tricky one.
-
Avoiding probe deadlock without tracking panels
Zo San replied to Zo San's question in Gameplay Questions and Tutorials
Whoops, posted at the same time as you bewing so I missed your response earlier. That's really good to know that they don't waste charge when they're not in focus/flight mode and makes all of this a much smaller deal than I thought it was. I do have two panels on the probe but sadly both facing the same direction... not entirely sure what I was thinking when I built this craft but I sure will be changing the design drastically before launching any more like it haha!- 16 replies
-
- probes
- solar panels
-
(and 1 more)
Tagged with:
-
Avoiding probe deadlock without tracking panels
Zo San replied to Zo San's question in Gameplay Questions and Tutorials
Thank you for the responses! You're right, I noticed when I came back to my probe that I had set to spin it was no longer spinning - a bit of a shame that the rotation isn't tracked but I understand that would probably be a performance hog. This probe I've got going to Moho has the static panels on one face only (a design oversight from focusing far too much on engines, ascent, orbits, etc and not enough on the important utilities layout). I guess I will have to keep an eye on it for... a long time I have some cheap satellites that do have the panels on several faces though - will try the- 16 replies
-
- probes
- solar panels
-
(and 1 more)
Tagged with:
-
Avoiding probe deadlock without tracking panels
Zo San posted a question in Gameplay Questions and Tutorials
TLDR: What's the best method to avoid a probe running out of electric charge (and therefore becoming uncontrollable) over long durations of not monitoring it if you only have static solar panels? I've recently sent a probe to Moho and I did so with less tech than I would have liked because the transfer window was there and it seemed exciting to try. I'm now getting concerned though because it will be on a long voyage and the static solar panel may move away from sunlight while I'm not watching and then I will lose the ability to control the probe. I have two batteries, and I just tes- 16 replies
-
- probes
- solar panels
-
(and 1 more)
Tagged with:
-
Changes to nodes and interplanetary UI?
Zo San replied to Zo San's question in Technical Support (PC, modded installs)
Oh apologies, I mentioned it in the first post but it was in passing - they are Kerbal Alarm Clock (3.7.1.0) and Kerbal Engineer (1.1.1.0) which to my knowledge are the newest versions of each. My KSP clilent is being auto-updated by Steam and is currently 1.1.3.1289. -
Changes to nodes and interplanetary UI?
Zo San replied to Zo San's question in Technical Support (PC, modded installs)
Thank you so much for the response bewing! This was from flight mode map view with a ship, and yes I do have the tracking station upgraded to show conics. Here's an update and what I've done so far. First I tried restarting several times in both x64 and x86, as well as doing quick save and reload to refresh the scene (read about similar problems elsewhere and they said that it helped), but none of those things worked. I investigated it more closely and realized that the craft icon and honeycomb node icon would appear in the interplanetary region if I zoomed in a great deal, but would vani -
Changes to nodes and interplanetary UI?
Zo San posted a question in Technical Support (PC, modded installs)
So I played a decent amount of KSP around the end of 2015. Finally I'm back, updated the only mods I was running (Kerbal Alarm Clock and Kerbal Engineer), and reloaded my old save. There were a few minor issues but mostly things seem to work with my old save. The problem started when I tried to simulate an interplanetary transfer to Moho. I get up into a stable orbit and then I want to start planning the maneuvers to escape Kerbin's gravity, align with and intercept Moho, etc. Maneuver nodes within Kerbin's system seem to work as I remember them more or less, but when I zoom out to an int