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Caerfinon

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Everything posted by Caerfinon

  1. Look in your persistent.sfs file under your saves\<game name> folder. Use a text editor to open it. Look for the section ROSTER All your Kerbal definitions are there Warning.... here be Kraken!
  2. An easier way to put something in the water the the move VesselMover Continued mod. You just pick it up from the runway or launchpad, use the WASAD keys to direct were to go and then either place or drop the vessel. (The "former" option is less explosive) If you want to use hyper editor you will need to know the latitude and longitude of the place you want to put it at a height of zero (sea level)
  3. See the "Celestial body multipliers" on the wiki https://wiki.kerbalspaceprogram.com/wiki/Science edit: sorry this info for stock.
  4. Thanks! I'm play-testing it now with your UnKerballed Start and enjoying starting "small"
  5. No, those are not in the remastered version. The Naval Air Station bases have a jetty, but that's about it.
  6. Airline-Flight 1000 is the doomed flight... Bug #3 https://github.com/caerfinon/KerbinSideRemasteredGAP/issues/3 When you've accepted the mission the contract requirements say you need to land at Baikerbanur. This is a cosmetic error only. The actual way-point is set to the Island Airfield and the mission can be completed flying there. The updated file is in Github and will be part of the next release.
  7. The spot is different for each plane depending on design. Try and fail until you don't... this is the way (or at least the Kerbal way).
  8. What pitch are you coming in at? I try to hold mine between 4 to 6 degrees. If I pitch too high then the ship wants to flip as the atmosphere gets thicker. If I pitch too low I don't bleed off speed fast enough. Mods that I find helpful; AtmosphereAutopilot (Fly-By-Wire) - in Standard Fly-By-Wire mode with Moderation and Coordinated Turns set on. Kramax Autopilot Continued - because I can fly, but embarrassingly, I don't so much land as explode
  9. @hemeac Wow... remnant substitution strings in the dialog box settings. Bug #2 - https://github.com/caerfinon/KerbinSideRemasteredGAP/issues/2 Thanks for the heads up. kinda stops the whole thing from working Fix incoming. EDIT: v1.0.2 posted to Space Dock
  10. I managed to work everything down to a basic mission template and I could produce the mission files with a little replace and substitution. If I was a decent python coder I could have automated a big chunk of it. The major time consuming activity was getting Latitude and Longitude coordinated for every runway threshold for Kramax and then get similar positions for the GS aiming points for NavUtilities. Again, If I was any good at coding I could probably have made a utility to crunch the numbers. I also spent a lot of time actually flying the different missions with lots of different sized craft. I had to manually modify some of the flight plans as they sometimes flew me directly into the side of a mountain... but that was the fun bit
  11. First mod, first bug. The logo in the Agencies,cfg file is incorrect. Everything still works but the logo appears all white in the contracts window [sigh] The fix is already in GitHub if you want to go and get it manually. I'm checking out some other things first before I make a new release.
  12. My flight contract pack for Kerbin Side Remastered is now available on Space Dock: Kerbin Side Remastered GAP v1.0.0
  13. It's done. Current usable contracts: 88 of 88 planned. 1 Additional single run open the airport mission Top Secret Area 15 12 recurring flight missions Dununda Airport Round Range Airfield Nye Island Field Top Secret Area 15 Addition of new agencies for future missions rescues, none commercial flights, etc v1.0.0 Published on Space Dock - https://spacedock.info/mod/2573/Kerbin Side Remastered GAP checked the deploy to CKAN fingers crossed
  14. Current usable contracts: 75 of 88 planned. 9 recurring flight missions Kermundsen Research Station South Lake Airfield Hazard Shallows Naval Air Station
  15. The pylon connector only accepts hose-70 connections. You need to add a JS-1 Joint socket to one of the pylon's surfaces and then connect the winch's cable-35 connection to it.
  16. As long as we could anchor them to the ground, otherwise they will "roam". But that could be fun too
  17. I would probably de-orbit on the inclination and slow down my plane as it approached the equator then bank to 90 degrees along the equator and fly to KSC normally.
  18. Kerbal-Konstructs lets you create bases with those types of effects Kerbin Side Remastered includes several additional bases
  19. Current usable contracts: 66 of 88 planned. 6 recurring flight missions Uberdam Airfield Kamberwick Green Airfield
  20. In play testing, the #3 missions requiring 12-80 passengers can be a little much early in the tech tree so they have been modified to require that Heavy Aerodynamics be researched before they become active. This works in Stock and Community Tech Tree career modes. Actually: this will be changed to just the part MK3 Passenger Module part as this is the basic part to make a craft capable of flying up to 80 passengers, and it makes it compatible with pretty much any tech tree module.
  21. This is how "Kthulhu" gets summoned...
  22. The Wiki supports your intuition that a credit is probably acceptable (see: https://wiki.kerbalspaceprogram.com/wiki/Kerbal_Space_Program_Wiki:Copyrights ) but that it is not a legal opinion. The EULA that covers the game (see: https://www.take2games.com/eula/ ) has a specific "USER CREATED CONTENT" section which details how you grant nearly complete rights to your content to the company absent a contract that states otherwise. I suspect that they would enforce if you attempted to monetize your creations. You are generally covered by copyright "fair use" (see https://en.wikipedia.org/wiki/Fair_use ) depending on these 4 factors;
  23. That may be related to a bug with Docking Port Jr. see: https://bugs.kerbalspaceprogram.com/issues/24435 I hardly ever use the Docking Port Jr pieces for anything I build so perhaps this explains why I haven't seen it happen to me.
  24. I've never really encountered that situation you describe. I usually set the priority of the vessel I want to be the primary name to 20 For other ships that connect to it I typically make the priority 10 For craft that might be attached already to one of the other ships I make the priority 5 For undocking I usually us a mod called The Undockinator;
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