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strider3

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Everything posted by strider3

  1. @Brigadier This is what happens when you've spent years looking for version compatible mods...you become one of Pavlov's dogs
  2. @DasSkelett Which CKAN version do I need for KSP 1.7.3 (so I can install it and export my modpack before upgrading KSP)? I'm looking at Github but not seeing a KSP version relation to the various CKAN version downloads?
  3. Just a general statement...and one question. I have the SpaceY-Lifters installed in KSP 1.7.3 and I have seen no real issues after 4 months. Adding SpaceY-Expanded...what is the correct way to do this in my situation?
  4. I'm wondering if some of my landers have room for "balanced placement"? On these ships I don't have much choice but to have the upper thrusters on a smaller diameter part than the lower thrusters...which causes "torquing" when translating. I usually tweak the thrust limiters on the upper thrusters to compensate. Is thrust limiting something RCSBA takes care of also...or is it simply a "placement" tool?
  5. @capi3101 I get it now. I was using my old docking "mechanics" and DPAI...at the same time. I was still setting SAS to "Target", so I was never going to get the big orange marker aligned...until too late. Now I finally understand that, using DPAI, I am aligning my pitch and yaw so that my port is aligned with those 2 planes of the target port, albeit high/low/left/right of the target port. I am then translating to the proper position. Works much better now that I understand that. If I understand, you are suggesting turning SAS off, completely, when aligning to the Yaw and Pitch planes (the big orange marker). Is that because of SAS's tendency to re-correct after every move? I am going to try that next because I think I see your point...it can get aggravating getting the orange marker aligned when SAS keeps wanting to revert some of the move you made, in the opposite direction (not sure I'm making myself clear on that ). I do see where RCS placement could cause torquing...I have some smaller landers that have upper RCS on a smaller diameter part than the lower RCS , which does cause twisting when trying to translate. Usually I just reduce the thrust of the RCS on the smaller diameter part...but it is "hit and miss". Thanks buddy!
  6. @NavyFishI'm confused...what should I be doing in these two instances, to get a good alignment?
  7. @NavyFishSo...if I understand the use of this mod correctly...all I have to do is keep the yellow circle centered on the intersection of the green lines, the orange circle will come into alignment, eventually, if I do that? I have to agree...I just need to learn how to use it correctly!
  8. When you say, "you could export your installed mod list first"...are you meaning with CKAN, installed in KSP 1.7.3? Or, do you mean copying my entire "Game Data" folder, minus the folders that come with KSP ("Squad", etc.)? I'm going the say you meant the first. The problem I have with a Steam upgrade, or any upgrade...what if my "required" mods aren't available in the new KSP version? This is the problem I always run into...and why I am still on KSP 1.7.3. I like knowing that my new version of KSP has all the mods I need and use. So far, the only way I can guarantee that is the tedious process of checking all my mods for updates that will work in a newer version of KSP.
  9. I'll go with 60 days, for now. That gives me more than enough time to reorient my ship's orbits, after refueling at my station in Kerbin orbit, so I have burn time separation between each. The problem I run into is...I can separate the 4 ships, in orbit, so I can have time to do each burn, without any overlap...but warping 60 days tends to bring any minor inconsistency in the orbits into play. In other words, I can have 4 ships 90* apart in Kerbin orbit, but 60 days of warp? Who knows? I haven't given up on KSP 1.8.1...entirely...but I already see that "Eveengines" mod hasn't been listed as 1.8.1 compatible...that's when I stopped looking. I know that some mods may never get upgraded, and I will look at which are "required" by me. For now, I like Astrogator and I will live with the issue in KSP 1.7.3 and Astrogator 0.9.2. Thank you much for your time...and work!
  10. I'm curious how CKAN works when updating to a newer version of KSP? Will CKAN update all my installed mods on say KSP 1.7.3 to the correct mod versions for KSP 1.8.1? If so, what does updating my KSP version look like, to allow CKAN to get the correct, newer mods versions? Let me explain how I have updated KSP, over the years: I will make a copy of my "Saves" and any other files I want to keep to use in the updated KSP version I am moving to. I have KSP on a dedicated HDD, after making the needed copies, I format the drive (I know...but Microsoft Flight Simulator "taught" me, the hard and painful way, to use this procedure, years ago ). I install the KSP version I am moving to on this clean HDD. I copy my "Saves", and any other things I want to keep, into the new install of KSP. I get the feeling this procedure would not work with CKAN? Any enlightenment on how to update KSP, with CKAN, would be greatly appreciated.
  11. Thank you...I still have a hard time knowing where a question should be posted. Thank you...that's what threw me off the scent, so to speak.
  12. Where can I find a full DL of KSP 1.8.1? All I see at the KSP Store is a "patch" (1.7.3 to 1.8.1)? I stay away from patches when I upgrade KSP. I prefer to do a clean, new install of KSP on a dedicated and formatted drive whenever I go to a new version.
  13. @HebaruSanRight know I'm trying to download a clean and full install of KSP 1.8.1...all I see are patches. 1.9 mods I need aren't in existence. I will ask about this in the proper forum. Thank you, Sir! Update: Looks like I will be sticking with 1.7.3 for now. Do you know how many days in advance of a given transfer window that Astrogator 0.9.2 will go to the next transfer window (the issue I originally asked about in my PM)? I ask because I would like to know how late I can put 4 ships in Kerbin orbit and still have Astrogator choose the next available Dres transfer window...not the one after that? 30 days, 50 days? I hope I'm explaining this correctly. Thanks for your time and efforts, by the way...it is very appreciated.
  14. OK...I see that...now. Thanks! The problem I have is that I am always 2-3 versions behind on KSP...due to waiting on the 20+ mods I use to be updated to newer versions. I'm not complaining by any means...just stating facts. Usually it's not an issue...I just wait for all my mods to be updated and then update KSP and everything. The rare problem is when a mod gets a "fix", as in this case, with Astrogator. The other thing I run into is I have 3 or 4 mods that aren't readily available on the Community/Mods site...and have to go searching for them. PreciseManeuver is one. I do wish there was a better way to make it all a little less painful but I guess I'll have to do the Mods review and see what is available for KSP 1.8 and up. Thanks again!
  15. @HebaruSan Does 10.2 not work in KSP 1.73? I updated to the 0.10.2 release, to eliminate the issue I originally posted, and double checked the install...but I get no Icon for Astrogator on the sidebar?
  16. I may have found the problem here. I have heard that KJR and stock KSP auto-strutting do not necessarily play well together so I went back and checked my space station to make sure NO stock auto-strutting, of any type, was enabled. Lo and behold I found a few stray parts with stock auto-strutting still enabled from the original VAB construction...one of them the docking ports that may have been on the separating ports from my OP (I can't tell for sure which arm, of the 2, was separating, at this point). I disabled any "stray" auto-struts and I have just managed to dock my large (for me) 191,000 kg refueler to the station without any issues. I'm not claiming success, at this point. I will wait and see if the success is repeatable with future dockings of this large station refueler...but it is a step in the right direction. I don't know about the rest of you but, for me, there is nothing so aggravating as spending months, real time, planning and executing a large exploratory mission to the further planets, and all that involves, only to have a small hitch potentially derail the entire thing and require a "start all over again" situation. Refueling this Kerbin space station with smaller refuelers was killing my budget. Now, hopefully, I can save some cash by using the large refueler.
  17. KJR has been a lifesaver in KSP 1.7.3. My station was losing parts whenever I would dock another ship to it. The problem has returned, however. I just tried docking the highest mass ship I have ever tried...and I'm back to getting the quick "shake", after docking, and a station part drifts off. It's only one of the arms at this point, before KJR several parts would disconnect and drift off. My question is, is there something in the .XML that I can adjust to get a bit more "reinforcement"? The arm is coming apart at the Docking Port Seniors I used to attach it to the station, BTW. I stopped using "weldable" construction ports when the original...dismantling...was happening and before finding KJR. Now I wish I had kept them as they weren't the problem, apparently.
  18. Which version of the Docking Port Alignment Indicator works with KSP 1.7.3?
  19. @Azimech, @Pds314 All I need help with is a water capable lander that can go from Laythe orbit, land on water, gather all science at that biome and back to orbit again until all water biome science has been gathered. It should have a remote guidance unit so a pilot does not need to be aboard...just the scientist. Do not worry about how it gets to Laythe, I just need to be able to attach it to a multi-stage lifter on Kerbin. It does need to be a single stage as far as the actual lander. It will be brought to Laythe on a large rocket with lots of fuel (for multiple landings on Laythe) and a pod for the scientist to use on the return to Kerbin...I do not envision the lander returning to Kerbin. It will refuel in Laythe orbit after every water landing before the next Laythe water landing to keep the fuel requirements/mass of the lander itself at a minimum...so it needs one docking port. It will transfer all gathered science and the scientist to the orbiting refueler, which will return both to Kerbin via Jool. I have an orbiting refueling station at Kerbin and a mining/refueling operation on Dres (with orbiting tankers) so I have options for getting the lander and it's transporter to Laythe and the transporter back to Kerbin using multiple transfers. It does not need to be able to land on solid ground...I have a separate lander for that. My tech tree is fully complete.
  20. I'm wondering if any of you have created a craft that can: Depart low Laythe orbit and land on water. Recover all available science while splashed down on a Laythe water biome. Carry a scientist (and not require a Pilot). Return to low Laythe orbit from the water. My construction skills are not adequate for me to try and make a craft with these capabilities. I have the dry land science handled with another craft but...water landings are not something I've been able to figure out. Would anyone care to share a craft with me?
  21. @Spricigo Well...now I'm not sure. I "assumed" only an Engineer could use the KAS stuff?
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