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Jollyranger

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Posts posted by Jollyranger

  1. I recently got a new pc, so when I downloaded KSP Steam edition I had no mods. One of the mods I previously had was Kerbal Engineer Redux, and one of my space stations had a part from KER and wasn't loaded since it was missing the part. I downloaded KER again but the station is still gone. Is there a way to recover my station (and Bill) or should I just build a new one?

    Thanks,

    JR:D

  2. 16 hours ago, Cavscout74 said:

    Alternately, just use the Alt-F12 cheat menu & select "unlimited electric" from the cheat menu.  It should allow you to regain control to turn you battery on, then toggle the cheat off.

    Thanks, I don't know how I didn't think of that. :confused:

    16 hours ago, Hotel26 said:

    If you can edit your quicksave.sfs (it's in your saves\nameofyourworld\ directory, but do make a backup copy of the original file first), look for the following lines in succession: a VESSEL line followed closely by a "name = nameofyourvessel".

    Then search further down (within that VESSEL) for a line "name = ElectricCharge" closely following a RESOURCE line.  Set the amount to the same value as the maxAmount and "set flowState = True".

    Save the file.  Reload KSP and then F9 to reload your quicksave.

    If you have any doubts whilst following these rather off-the-cuff instructions, hold off.

     

    Thanks, I'll try this if cheats don't work.

  3. On my mission to Jool I mistakenly forgot to rotate the probe and my battery died. I simply quickloaded to when I had control, then stupidly disabled electric charge and then quicksaved. Are there any mods that allow me to override the dead probe and get control back? Either that, or is there a way I could do it myself? I'm just too lazy to wait for another launch window and go as far as I have. ;.;

  4. 4 minutes ago, 4x4cheesecake said:

    It is bundled with EVE but EVE got an update to KSP 1.4.x (the bundled version is just for 1.4.0).

    Here is the new version for EVE, just delete the old "Environmental Visual Enhancments" folder and replace it with the new one:

    I downloaded all of the versions of Sci-Fi. Do i need to replace EVE in all of them or can I just put it in GameData? Or do I need to remove all versions except for 1.4?

  5. 6 hours ago, Not Sure said:

    Sci-Fi is amazing. It deserves more credit. There was a “best modded screenshot” tournament in the ksp discord and out of 25 people I won with Sci-Fi even against people with AVP. Really good FPS and performance in all situations.

    How do I get it to work? I downloaded the 1.4 version and extracted it to GameData, but nothing happens.

  6. Occasionally I will come across the word "mun" being replaced by "Mün" or something like that. It only seems to occur on this forum. I haven't seen anyone else talking about it anywhere else on the forum, so I thought it might be something that I alone am seeing. It's not very important, but I was just wondering what's going on. I'm not sure if I need to elaborate on anything, so just ask and I'll respond.

     

    Sorry if this is stupid lol

  7. 5 minutes ago, Geonovast said:

    If the pod is capable of re-entry, you can literally get out and push.  EVA fuel is unlimited in the sense that you can keep getting in and out of the pod, and it will refuel.

     

    That's cool, I never thought about that. But how long does it take, and how hard is it to keep it pointed straight? I also thought it might be difficult to do a Kerbin encounter after just beginning the game.(assuming the original poster is a beginner)

  8. Assuming you're new at the game, you could either terminate the mission and wait for the kerbal to respawn or wait until you can attempt a rescue. Solar rendezvous is kinda hard.:( 

    I'm no expert on it, so if you want to try a rescue i'd recommend reading/watching tutorials. hope this helps.:D

  9. 6 hours ago, Mikki said:

    Squelch posted a intermediate patch in the unmodded technical supportforum, its on the second page now. Go figure! :wink:

    Its easy to copy/paste, just find the appropriate file.

     

    9 hours ago, Cpt Kerbalkrunch said:

    I can make it real simple; just wait for the next update. :)

    I'm kidding, of course, but serious at the same time. It's a well known (and very well reported) oversight in the 1.4.2 update. It'll be rectified in the next update; which is surely not far off.

    Thanks guys!:D

  10. So I loaded up my Saturn V to try it out, and I find out the fairing between the S-II and S-IVB is bugging out, and it appears to be too large and the pieces are spaced strangely. I tried restarting to no avail, as well as replacing the fairing and placing it on another rocket. I do have KER, Trajectories, and KIS installed, but I doubt those have anything to do with it, because I had them and Making History before the bug.

    63F9AC4193E36E50F5541EF233D019694BDCDC4F 39DE4B7307D1D37629706A154CD7E3A6AA529E1BAF6669C38DBF2E68474878AD90ABF0A6DC6E8041

    Does anyone know what's up, or have a solution? Try to make it simple, because I know almost nothing about computers or code.

  11. 18 hours ago, MPDerksen said:

    New Player here.  I’ve successfully orbited, and returned from Mun a few times with probes (no live Kerbals or landings there just yet.  That’s next). So I’m good on orbits, as well as setting up my target burns.  Obviously still need practice on picking landing sites.  

    I have collected various science with the Goo and Too-Hot, high, low, water, grasslands.  I even built a rover and drove around collecting all the “biomes” at the KSC.  Thanks Scott Manley for that idea.  But I forgot all about the barometric instrument.  I have no idea what biomes are still not mined.  How do I find that out?  I want to make efficient use of my Mun trips, which I’m about to try my first landing there.

    Second, when I go to the Mun, should I take a Scientist?  Or just use a pilot and beam the science back?  

    Last, if I create a Mun lander with a Science Experiment “box” below the engine, will my Kerbal be able to get back into the cockpit for return?  Do I add ladders?  (I haven’t unlocked those yet).  I  have 183 science, but want to use that for my fuel lines so I can asparagus my first stage.

    And last, again:  I seem to have rotate issues at launch.  This makes it a bit harder to lean over due East and I end up in inclined orbits.  No big deal for Mun, but I think that’s going to create some issues when I shoot for Minmus (which is next).

    If this is best broken into multiple parts, I’m happy to repost.  I’m truly new to the game, but having some success.  

    I would just send a mun lander with a goo, thermometer, and barometer. I did that with a pilot, and if you take an Eva report and get a surface sample it generates over 200 science (maybe 300!). the surface sample alone gave me 120 science.

    I would not beam the science back because it reduces the value and just makes coming back seem less exciting. I would bring an antenna just in case you get stuck. You also don't need ladders because the jetpack works on the mun.

  12. 13 minutes ago, Starman4308 said:

    One other issue is that the CoL indicator is a bit misleading. Sure, your lift producing parts are in the back, but there's a lot of drag produced forwards of that that the CoL indicator misses. I suspect the easiest solution is to put a reaction wheel or two towards the front, both as ballast and for control authority.

    EDIT: What really needs to be looked at is Center of Pressure, which is the sum of both lift and drag, but KSP doesn't show that.

    Normally I would think about stuff like that, but KSP has me thinking more about orbits than pressure and drag.:rolleyes: Thanks for pointing it out though! 

  13. 1 hour ago, Flavio hc16 said:

    the main problem is that your COm is behind the middle of the craft, so it wants to reenter engine first, i have done the sts replica 3 days ago, and solved it using 2 of the monopropellant mk3 tanks, une behind and one in front of the cargo bay, then you have 2 option:

    or you use monopropellant engine, or if you have fuel switch mod ( like i do) switch the monoprop tanks for the liquid fuel/oxidizer tank 

    https://imgur.com/a/sEruS

    That might be the best solution, because it needs more monopropellant and it would balance the ship. I will try it when I get home.

  14. I built an STS replica mostly based on some tutorials I saw, and if I wrestle with the controls during ascent, It works. The only problem Is reentry. When I reenter, if I pitch up more than 5 degrees it flips over and sways around, going in backwards.

    The only way to land it is to deploy the drogues and flip it over. The com is in front of the col even with the fuel drained and it flies well if launched from the runway. (I didn't get to take a screenshot of reentry because I was fighting it.)

    the cargo bay is open in the pic where the fuel is drained

    ?interpolation=lanczos-none&output-forma86EEAEBF855AFE040A067D36E779B0D19BF3AE65283E04140E5D4D564EFDD814AFB8367C3B2638A60EE7C4CB8AB23968CC0BD50FF2B232B88D1B5BB2              does anyone have a solution?

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