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cygnus008

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Everything posted by cygnus008

  1. I'm not sure the ramifications of the install error but, I am using this fairly well now. I was able to use transfer window planer mod and Cyran was listed. The parameters went from it into maneuver tool, It gave me phase angle, delta v , everything I needed to create and go right to the planet the first time from kerbal. The graphics are spectacular! Just for jokes I am creating a 3 comm resonate relay network at 44Mm. Just because I can
  2. I don't see many messages about missions or flights to the outer planets. I installed the OPM and am learning about it. Has anyone gone to Cyran that looks really interesting. Just wondering. Maybe I am looking in the wrong place and just don't see the messages. Larry Harvesting grapes in Wyoming Gonna get 4000 lb yaahooo
  3. Does anyone update these planets for 1.12.5. They look kind of cool and would be fun to explore. This is the error I get when starting KSP [ERR 19:04:51.049] Unknown error occurred while loading 'archive:/CAB-c4564f37e14bda9828e9efd710734bea/CAB-c4564f37e14bda9828e9efd710734bea'. [ERR 19:04:51.050] The AssetBundle 'file:///Applications/KSP_osx/GameData/PlanetCyran/KSPedia/planetcyran.ksp' can't be loaded because it was not built with the right version or build target. [ERR 19:04:51.051] Error while getting Asset Bundle: The AssetBundle 'file:///Applications/KSP_osx/GameData/PlanetCyran/KSPedia/planetcyran.ksp' can't be loaded because it was not built with the right version or build target. Thanks Larry
  4. I am using version 1.12.5 of kerbal and have a significant number of mods installed . There are an unwieldy amount of icons on the right side of my screen. I am trying to use the toolbar mod to organize them and It appears that a lot of the mods "maybe"don't support this? I try to add them to a new tool bar and they don't show up. Maybe I don't know how to use it Is anyone else using this mod? Thanks
  5. I have a spotlight I would like to place at the launchpad shining on the spacecraft ready to launch. How do I move it to the launchpad and make it persistent.
  6. Run a test flight of a lander that is in the VAB. I think I have seen it done in some of the videos on you tube.
  7. I have gone brain dead and can't remember how to a simulated test flight from the alt f12 menu Can't seem to phrase the question right in the search option to get an answer Please help me out making wine in Wyoming
  8. I am running on an apple iron m1 with Ventura 13.3.1 (a) with kerbal 1.12.5 I just moved principia to the gamedata folder and started kerbal Principia failed to load with the following ******************************************************************************** The Principia DLL failed to load An unknown error occurred: detected OS Unis 22.4.0.0 64 bit: tried loading dll at 'Gamddata/principia/linus64/pincipia.so' 'Gamedata/principia/MACOS64/principia.so' Note that libc++abi1-8 and libc++1-8 or later(Linus) or Sierra or later(macOs) are required. Warning don't load a Principia save before you have fixed this error; it mi8ght get damaged. ********************************************************************** Had Principia been tested with Ventura or am I missing something.. I am not a c++ programmer . Just did Oracle DBA stuff for a really long time Thanks Larry
  9. I first time landed a crewed lander on Duna and was not very good in the planning. The mothership is orbiting in a 150 degree inclined orbit at 70 Km. The lander is setting at an inclination of 28 degrees and is sitting several degrees off to the side of the main ships orbit. I suspect these numbers aren't important. I did a save of the game at this point cause I'm sure it is going to take several attempts to get back up in the appropriate orbit with MOM. I did several launch and hope to be right and was getting closer but I would like to know how to calculate the proper inclination to rendezvous. A really really long time ago I had a calculus teacher say know why and how a formula works just don't use it because it works. So I'm trying to figure out the how in this circumstance. I'm not an orbital math engineer and would like some help. Maybe there is a video that explains all this. thanks for any help youall give me.
  10. I will try this. What I was looking at was the slider bars in the game settings menu. Some of the descriptions are somewhat nebulous and I thought one of the sets might be to the arrow keys. What a game! keep me constantly listening to Youtube videos, reading the forum, and experimenting how to do things. Anyone remember Astroids on the old Atari 2600 console?
  11. I suspect there is an answer to this but I'm not taking the right questions. The arrow keys on my keyboard move things very quickly and it is hard to make small changes specifically in orbit map view. Is there an explanation of all the settings for kerbal? Is there a way to change that sensitivity for these keys in the settings like I found for the kerbal jetpacks with the Input/Kerbals/Translate keys? I finally go the jetpak slowed up so they don't go subsonic on a quick press I set the sensitivity down from 86 to 15 I know whine whine whine I just need to experiment around and find the solution but ... just in case someone knows quickly - thanks
  12. that did it !!! Now I have 3 guys in orbit the recovery craft is the one with the parachutes. I had the decoupler flipped the wrong way when I ejected the faring so it is on top of the other clamp o iron. So no dock ;( There is no revert flight on either vehicle. I will have to destroy the craft with the parachutes flip the decoupler in the VAB and relaunch. At least there is no one on that so my 3 little guys have to wait a little longer . I have to learn which side of the decouplers releases so I don't do this in the future Love the help you all give. Love this game. I'm 74 years old and it is making my brain work. I bet I am spending 4-6 hours a day on this.
  13. I have version 1.12.5 with click though blocker toolbar control dragablel controls EVE gravity turn mechjeb 2 module manager precise node realistic atmosph I am trying to dock a habitat with a solar collector unit. The habitat is in orbit and when I come up the the next module there is no "set as target" parameter on either module. I am using mechjeb docking function. I see the "control from here" on both docking ports any ideas why this parameter is not showing? TIA
  14. I think I opened my helmet between Kerbal and Minmus on the last launch. I knew that, just had killed those brain cells. Thanks Larry
  15. I installed the GravityTurn mod - cause I'm lazy and just want my ship in orbit without me doing anything - I am wanting to launch at a different inclination and GT isn't doing what I want so I try to launch without using that mod. Press space and dud. Engines will not start. If I have it up on clamps the ship drops to the pad and nothing. So I uninstalled GT, restarted the game and same thing, press space and no ignition. I guess I could do a total wipe and reinstall from zero but... just in case does anyone know what parameter might have been changed somewhere that is causing this? Thanks Larry
  16. I installed it directly from the kerbal site. I figured the parts were proprietary to kerbal. I haven't found anything that runs a integrity check on the install. I suspect these parts got renamed somewhere between 1.6 and 1.12. I can work around this or build my own craft as needed. thanks Larry
  17. Well I installed 1.12.4 and the parts are missing there also. Wonder when they disappeared? looks like a bunch of the craft were build with 1.6
  18. I started this game Dec 27 2022 with version 1.12.4 and got into orbit in a couple of days. Looked at about 500 YouTubes, read about 5000 subjects about Kerbal. In a couple of weeks I landed on Minmus with 3 guys. One got out and I couldn't get him back in. Tried the rocket pack and he knocked the space ship over so I had to do a restart there. But I got them Home. Found out that there are hundreds of cool mods, figured out - don't try to load them all. Found out that some mods conflicted with others and uninstalled them. Finally screwed stuff up so bad the rockets wouldn't ignite on the launch pad. Found Kerbalx and downloaded some cool utility lifters. Nothing would ignite so decided to do a complete new install of 1.12.5. Installed kerbalx mod and craft manager and many of the craft now say missing parts. Tracked that down and they are from the original install of SQUAD The only mods I have installed are kerbalx and craft manager so I wouldn't think they would have disappeared or inactivated parts. did a complete new install again and am missing "liquidEngine1-2" as one example. Is there a way to do a complete install of SQUAD parts from somewhere else? Looked at the SQUAD subdirectory and no way can you go through that one item at a time and figure out what is missing. did 1.12.5 drop something out? I guess maybe try to install 1.12.4 copy the SQUAD subdirectory save it off delete KSP directory, reinstall 1.12.5 and copy SQUAD over the top of that. I've been doing "computers' since 1969 as a programer, systems design, software design, hardware and software install, DBA, SANs, Virtual Machines, etc. etc. so can kind of fumble my way around but some times it pays to ask the Hive ,with 15 million man years of experience with Kerbal. Love this program. Any Ideas? Thanks Cold Wyoming
  19. Hey. I got them to Minmus and had Bob get out and I have a picture of him there.. I used every last delta v there was to get back and landed on Kerbal but I have pictures of Bob standing by the command module back home Love this game
  20. Trajectories was the problem. I removed it and am on my way to Minmus to see if I can land, Keep Halbo Kerman, Bill Kerman and Bob Kerman in you thoughts and prayers. I'm sure they will appreciate that with a new mission controller behind them Thanks for all you guys help. I bet there are 15 million man years of experience here. Cygnus008 From cold Wyoming
  21. When I go to a moon and the maneuver is planned it appears to plot a white line that is about a day in an orbit and then leaves that day connected to all 500 days that are needed to go somewhere. This creates white polyhedrons that fill the screen. When I get to Minmus then there are all these polyhedrons (maybe 50 to a 100) that clutter up the screen and I can't see where the space craft is or Minmus is. I suspect I have a setting that is set to not clear these tracks. I have looked at a bunch of stuff and searched the forums and 1. Don't know how to phrase the question or 2. am just ignorant, most likely. Any suggestions about how to solve this or where to start the search again will be greatly appreciated. Playing this for a month and am just about ready to land on Mun. woohooo Oh and version 1.12.4.3187 and a using MechJeb 2 cygnus008
  22. I had been trying to do that and tried it a couple of more times and it worked! Thanks
  23. I've been doing Kerbal for a couple of months and one of the things that is really frustrating is attaching things to other things. I.e. I want to take 4 girders, lay them side by side, and make a quad strength girder. These would be lengthwise with each other and then attach them to the end of a diameter reducer "cone" . The problem is when I they get totally out of alignment and I don't get a good looking strong girder. ORB8TER does it in his tutorial "Kerbal Space Program Tutorial Building a Space Station Part 1" at about 10:15. I have looked at this about 50 times in slomo and frame by frame . well not that but almost. He does it in about15 seconds and so it can be done but I am missing something. I have tried it with "snap to" both on and off. I have tried it holding the alt key down. I am using KSP ver 1.12.4.3187 I ain't stupid cause I'm an Oracle DBA for a lot of years so I can figure stuff out but this problem is killing me. I want to go on and build on top of this but have to get this girder first. Another point of interest is I am running this on a Macbook M1 and it is really fast. I put a bunch of atmospheric mods on and it looks really great. There is no pixilation, The action is smooth and continuous. I have several other mods and they all seem to run as they should on osX
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