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Chel

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Everything posted by Chel

  1. This is just a quick question, is it possible to change your username? Or is it permanent once you create your KSP Forums account. I really want to change mine to 'The_Cat_In_Space' or something like that. So is it possible to change your username?
  2. Infernal Robotics would be good, and the manufacturer would either be 'Jebediah Kerman's Junkyard Co.', 'Found lying by the side of a road', or 'Ionic Symphonic Protonic Electronics'.
  3. I have tried building a folding wing VTOL shuttle, like the ones seen in Rogue One: A Star Wars Story. I've used Infernal Robotics parts to make the folding wings, but the rotatrons, when I rotate the engines, two go into the correct position, and the other two go the opposite way. It's really annoying! So how does one build a VTOL Folding Wing Shuttle?
  4. I never knew that there was a filter on the forums! Not that I would post any inappropriate content, but it's nice to know that the forums has an auto-filter!
  5. I've bought it on Xone (Xbox One), and is there a debug menu? If so, what's the button combination to open it? On the PC version (That now feels so weird, calling the 'original' KSP the PC version now!), it was Alt-F12 (well at least for me, since I'm still stuck on version 1.0.0), but what's the button combo for the debug menu on the Xone version?
  6. Quick question, are there rules about the profile picture that you must follow? Like I know that having like, let's say, a racist picture (e.g. a picture of a KKK person), as your profile picture would be completely wrong, but are there actually specific rules for one's profile picture? Mine's of a cat wearing an orange astronaut suit, as it looks like Jebediah Kerman except in feline form. So are there actually specific rules for your profile picture? And what happens if you don't follow the rules? (DISCLAIMER: I do NOT support the KKK in ANY way, I am COMPLETELY against them, I was only using that as an example!!! ). Yeah, so are there actually rules for one's profile picture?
  7. I've started using the great 'Active Texture Management' mod, and now the loading times have gone from like 10 minutes to like 4! The only thing I experience is the occasional glitch, like a Kerbal basically being unconscious or something, but other than that, the load times are very short!
  8. Now, as a bonus feature, I had a lot of fails with the rescue of Gerhat Kerman. My 'Medical/Rescue Transport', which I had called 'Panther', firstly failed to get off the KSC runway. I just strapped some boosters to it, and lifted off into Kerbin orbit. The second thing was that I forgot to add parachutes on, and I was already in Duna orbit, so I had to use KAS from my 'mothership' craft to attach parachutes on, and the third thing was that I was landing at night-time. Then, the Klaw failed to grab on, a second time it failed, but eventually it did. Then, while re-entering Kerbin's atmosphere, the craft flipped over, and poor Gerhat was feeling the result of the heat of re-entering the atmosphere. So I did quicksaves all the way. I eventually used KAS again to attach the handy inflatable heat shield, and I got through the atmosphere. Luckily I had repacked the parachutes on Duna before going back to Kerbin, as I was coming down pretty fast. Also, the craft landed way off course of the target of the KSC, or even around the KSC, but anyway, I rescued Gerhat Kerman from Duna. I now need to land my extensive rover 'rack' of twelve rovers, on Duna, using the great Infernal Robotics parts. (Will I get in trouble for not linking the post???). So no more Kerbals will have that happened again, as I will be only using rovers with the Mk1 cockpit, so they don't get apparently 'knocked-out' again. 'Saving Gerhat Kerman' is in cinemas soon.
  9. I setup a Duna base, and had a little SAS module with the external seat, some landing legs and the 'Twitch' engines, and made a little one-Kerbal transporter. Anyway, the Kerbal must of got unconscious after an impact with a slope, and I used the Klaw to grab them, get into Duna orbit, get back to Kerbin, and land, rescuing them. Now they are safely back at the KSC, having all the snacks that they could ever hope for, and also being worshipped as a hero. Thanks to Barvan Kerman for the brave rescue, Gerhat Kerman is (still) alive and well.
  10. How does one actually build a space shuttle using the Mk3 parts? Is it the Mk3 cockpit, cargo bay, fuel tanks, engine bit, and the delta wings and tail fin? Do you use the large landing gear? Where do you put the parachutes? What do you put on the nose of the cockpit? The aerodynamic nosecone, parachute, air intake? What engines do you use? I'm a bit confused about it, so how do you actually build a space shuttle using the Mk3 parts?
  11. I've built KerbHub, a massive space station orbiting Kerbin. Instead of just having normal docking ports, I also have made little hangar bays that can fit Mk3 shuttles inside them, so I can deliver cargo easily and safely. I use the shuttles to carry large RCS tanks, dock the RCS tanks to the station, transfer the RCS to the main RCS holding area (the middle of the station), and then place the tanks back in the shuttles, and then release the now empty RCS tanks on a suborbital trajectory before my shuttle deorbits to land at the KSC. This is all in career mode, and I have special areas for the Tourist Kerbals which is a bunch of the PPD-12 cupola modules so they can get a great view of Kerbin. I use the same shuttles, but this time with the Mk3 Crew Cabins. I put 6 Tourists in the Crew Cabin, dock with the station, transfer the tourists on the station to the crew cabin, and transfer the tourists on the shuttle to the space station, all on a 14 day schedule (Kerbin time, not actually 14 real days). I also operate probe freighters carrying anything from little foldable rovers (using the great Infernal Robotic parts), liquid/oxidizer tanks, RCS tanks, solar panel bays, electric charge areas, or even crew, which I fit a couple of Hitchhiker containers inside. The freighters all have cargo ramps, which allow easy access in and out of the freighter, and use RAPIERS with the IR Rotatron parts so the freighter can be a VTOL if need be, and contains both landing legs and landing gear, as well as powerful lights to see in the dark. It looks VERY cool at night when I'm landing them at my special landing areas (four green Mk1 lights spaced apart from eachother) at my mining base on Laythe.
  12. I just have a random question, what actual purpose does a docking washer serve for? All the other parts move stuff, transport stuff, open or close stuff, but this one just goes around in circles. So what actual purpose does it serve?
  13. Quick question, how do you install the mod? Do you extract the files, copy the GameData folder, or do something else. I'm just wondering, as I don't want to screw up the install and have something happen to my game.
  14. I'd like to see the ingenious Stockalike Station Parts Expansion mod integrated into the stock game. It makes building spacestations and groundbases, much easier, and I'm tired of only using the hitchhiker modules, MPL-LG-2's, Mk3 cockpits, Mk2 Lander Can, and the PPD-12 cupola module. The mod adds so many great things to the game, and they all have lights included. Or, B9 Aerospace (will I get in trouble for not including the link??? ). It, again, like the Stockalike Station Parts Expansion mod, adds so many cool and futuristic parts into the game, although deciding what to do with all those cool parts is a bit difficult (should I build a VTOL cargo freighter? What about a little supply ship? What about a truly giant cargo vessel using the HL parts? So many parts, so many choices, so many possibilities!).
  15. Using the station parts mod, I've built a little tourism cruiser that has a bunch of the really cool viewing pod things stacked on top of eachother. I have little unmanned shuttles fitted with mk2 crew cabins for crew transfers. I also have used some of the LLL parts to make some small landers and even three small detachable rovers using the Klaw for transfer. It's really cool, and I'm starting on the KerbHub, a series of large modules in orbit around Kerbin to provide servicing and orbital refuelling to ships and other stuff. But that's another project for another day. I really like the docking 'tube' extender because I just fit it to my shuttles and it makes docking so much easier. Anyway, time to shut up for now and get back to my probe freighter fleet.
  16. Because, as I said before, I can't run the patcher.exe because it's blocked UPDATE: I just reinstalled the mod again, and all the parts are there. Problem solved.
  17. I went on Curse and downloaded the mod for 1.0.0 (I can't update the game, so I'm stuck on 1.0.0). Anyway, I installed with CKAN, and when I load the game up, I only get the Mk3 light or something like that. I have KSP version 1.0.0. The mod that I downloaded was the 1.0.0 version of it, and yet I didn't get like any of the parts from it. CKAN doesn't usually fail me, and it always correctly installs mods, but I have KSP 1.0.0 and I downloaded the version for 1.0.0 and the parts weren't there. Why did this happen? I also did a manual install of the mod, and again, I got pretty much none of the parts. UPDATE: I REINSTALLED THE MOD AND IT WORKS NOW, PROBLEM SOLVED
  18. Uhh...good mod, I installed it and it worked, except my colony on Dres was INSIDE Sentar, and when I launched a craft into Kerbin orbit, I went on EVA. Next thing happened, the screen turns black, the altimeter (I think that's what it's called) numbers just turn white, so there's no numbers on it, and when I check the flight log... 'Dufrod Kerman: Currently on ESCAPE TRAJECTORY out of the SUN'. Highest speed: NaNm. Total G-Force achieved: NaNm. Total distance travelled: NaNm. It is as hilarious as is frustrating. I went back to the space center screen, and I got a screen of the space skybox. I loaded another game, got the space center screen as the space skybox. So, is this a massive glitch or bug?
  19. I found out that Lego is releasing a 1:110 scale set of the Saturn V, for the 45th anniversary of NASA. It got it's goal of 10,000 supporters and is now being prepared for liftoff (sorry for the pun!!!) by June 1st. It will cost around $100USD, and I'm in Australia, so it'll be around $150AUD. It has 1,969 pieces (because Apollo 11 was in 1969), and comes with extra pieces to build little dioramas for the moon lander, the command module splashing down, and other stuff. It even has a microscale US flag! All the stages of the rocket are there, so you can separate them if need be. It is really cool, and once built, from the base of the engines to the top of the launch escape tower, it is 93cm tall. It's going to release on June 1st, so looks like I'll have to build replicas of the Apollo craft and the Saturn V in KSP before that. But anyway, it's really cool!
  20. Sorry, this should really belong in the KSC++ release thread page, but that's closed to replies now. Anyway, the KSC++ mod is great, and I really want to get it, except the dropbox link to download it gives a 404. So, is it possible in any way to actually 're-link' the KSC++ download page, or just move KSC++ to a github page? I know that the last post in this topic is four years ago and it's a bit late, but is their any way to keep the KSC++ link open for people like me who have just discovered the really great mod?
  21. Does the mod work, or are all the parts included, for KSP version 1.0.0? I seem to not be able to update the game past 1.0.0 for some reason, and this is a really cool mod.
  22. Also, can this topic be moved to the Common issues, the Launch/Patcher, Command Line Arguments, and why KSP won't start on macOS. topic? Because I think that it's related to the patcher issues.
  23. Yeah, thanks for that, but I would also like some help as to why when I click on the 'Update' button, the 'Patcher.exe has stopped working' message appears, and the launcher just closes. Is that because of the patcher being unsupported now? Or is it just a glitch or bug.
  24. I use Jebediah as a test pilot for every single mission. If he survives, then the craft's design is good and is ready to be used by the other Kerbals. If something goes wrong, then I don't have to worry as he always manages to get back to the KSC. He recently piloted a space shuttle back to the KSC without the left wing and with an engine flameout, and the parachutes had burnt up in re-entry for some reason. But I'm not going to go into that.
  25. Hi, I can't seem to update the game anymore. So a few weeks ago, I went into the patcher and updated the game from 1.0 to 1.1 (even though 1.0 came out like two years ago, but anyway). I played around with the 'new' parts added since 1.0.2, and really enjoyed the HECS 2 and the Mk3 shuttle engines, and the new mk1 cockpit (why isn't there an 'old' mk1 cockpit and the 'new' one though so I can still use it? But again, getting off topic). So after playing with the new parts, I then went into the patcher again and tried to update it from 1.1 to 1.2. Then, it just stopped. It said 'patcher.exe has stopped working'. Since I have been accustomed to this (whenever I click or press a button on my keyboard when a craft is loading or the game's loading it just comes up with the 'ksp.exe has stopped working', but then it just goes away and it loads and everything's fine). But, every time I click on 'update' to update it from 1.1 to 1.2, it comes up with the 'patcher.exe has stopped working'. And then the launcher closes. I have a theory: Could a mod be causing the patcher to not update the game? Or is this just a bug, glitch or is it something to do with my version of the game (I have a clean install, payed for the game, didn't get a pirated version or something from a sketchy website or whatever). Because this is frustrating when there are so many cool features in 1.2 but I'm prevented by a simple 'has stopped working' error.
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