Jump to content

Space_Coyote

Members
  • Posts

    251
  • Joined

  • Last visited

Everything posted by Space_Coyote

  1. For the Mechjeb and engineer for all might want to try this link https://www.curseforge.com/kerbal/ksp-mods/mechjeb-and-engineer-for-all the latest version they have is 1.5 for version 1.722.. but it could be upgraded to the latest version (I've tried it and apparently it still works.. amazingly) Space_Coyote
  2. Quick question.. back in the older 1.8.1 verison the mod allowed you to actually turn all the pods to mechjec usable pods.. I was wondering if the code has changed or not.. and if not what is the code ot make it all work again? Space_Coyote
  3. Well it could be as something as simple as a recompile to solve the issue. after all this is 1.9 you know.. not 1.8.1. But if it works then it's just tht simple. Space_Coyote
  4. Aaaaannnnnddddd... here we go again Just as the Kopernicus Developerss get the 1.81 version going, here comes 1.90.. sigh.. can't the folks at Private division give us gamers a few weeks rest and especially the mod makers.. it seems we just got 1.8.1 in and working and here we go again.. hopefully 1.9 won't be a back breaker for you mod makers out there.. Like 1.8 was.. Ah well back to the Drawing board Werner.. Space_Coyote
  5. Right and that is what i am trying to figure out I believe it is this @Kopernicus:AFTER[Kopernicus] { !Body[Dres]{} } Now let's dee if I am righ tor now.. (After all I think a lot of times, Dres just isn't a plant (or rather an asteroid) worth exploring! Space_Coyote
  6. Well I'm back and I'm scanning al lot of threads where I asked about a simple question and that is removing dres... As I recall the format for removing a planet is this, (and hope i did it right as I did save it as a .cfg file) but the syntax is this !Body[Dres]{} Or is it? @Kopernicus:AFTER[Kopernicus] { !Body[Dres]{} } And yes i saved this in a folder called --Ppatches-- and the file name is Planet NoDres.cfg So hopefully someone can tell me if I got this right nor not.. Space_Coyote
  7. @JadeOfMaar See what a little good common sense advice form a guy who used to live near KSC (IRL) gets you? The thread of the month, Good job Space_Coyote
  8. I have an intersting question.. and this involcves other structures.. How easy or hard would it be to add in say a navigational beacon like a lighthouse style building into KK? I mean if you want an example of what i am refering to, just do a look for Cape Canaveral Lighthouse.. or better yet here's a ep series of pictures of said lighthouse. Just a thought Space_Coyote
  9. And now, the news: Kerbal Newscaster: "No Kerbals were lost during this flight.. and what is were the kerbals response ?" Jebidian: "Now that is an E-ticket Ride!" Bill: Kerman "WHEE!EEEEEEEEEE!!!!!!!!!!!!!" Bob:Kerman "Uh, Is this thing safe? .. Yeah, Guess it is!!!! (Chuckles) Gene Kerman: Pak it in boys, we're back in business! Elon Kerman: "See told you the Game would say it would work... and it did!" Me: "Oooooh pretty explosion, Rocket Go BOOMSKI! and look it lloks fine to me YAAAAAYYYY!" Space_Coyote
  10. Am I doing something wrong? I just downloaded the new 1.1 version deleted the old version, and in fact wiped the cache on my module manager as well Restarted the game and the harbor is sitll in the 1.0 position and not the new 1.1 position , that plus the roads don't show up.. Any thoughts as to why this would happen? Space_Coyote
  11. And here's the final piece of the puzzle for this project.. Namely.. this http://wlol.arlhs.com/lighthouse/USA108.html Yep.. it's a lighthouse.. (and yes guys this is the one that is located at guess where, yep Cape Canaveral) Space_Coyote
  12. Well if you check the thrad I start in the Add on discussions thread I came up with a proposed base complete with roads and a 2nd run way not to mention a harbor and a light house.. And yes Please give me feed back.. But here's the propsal..
  13. Alright I'm going to be honest, I'[m hooked on both the KSC Exteneded mod as well as the newly created KSC Harbor mod but I noticed a few things out of place.. So being a bit of an engineer, I decided to move things around a little (Graphically to give you an idea of what I have as a suggestion/proposal to the mod makers of tthese two mods.. First up, let's start with the harbor.. Now the harbor while small is quite good, and in fact i like how it's designed.. feels plike a port but maybe a bit too small (Might want to wident it out.. but the main stickler I had was in fact the placement (and I saw this happen with KSC Water Launch Sites mod.. and this really involves safety more than anything.. If let's say a rocket were to explode during a liftoff or was already every low in the atmosphere when it coomes apart the debrris has forward momentum and will be carried in the direction cof travel.. and seeing these two points made me think.. about the ground crews at these facilies.. I don't think anyone Kerbal or human wants to have flaming debris raining down on their heads (or hae you ever seen that one Delta II Rocket launch thathappened back in the 1990's where the rocket explodes some 30 seconds into flight.. the debris had to go somewhere and it came raining down on the base (Luckily the people wer ein a concrete blockhouse but still it was a dangerous situation (Just look up Delta II Explosion on Youtube and you'll see what I mean... So the proposed idea is to put either th harbor of the launch sites for water based vehicles to either the north or the south of the base in line wihth the VAB.. reason is if a rocket were to explode well then the debris would hit the beach or the ocean to the east.. reducing damage.. even an inclined launch or a polar orbiter would not have an issue.. so just move these to a location in line with (or better yet slightly behind the VAD and you're good. Now let's add a 2nd Runway.. (A cross wind one!) Now while KSC (kerbal) has a single runway it's alway lined up with say the 270/90 headding.. and in fact this is normal for a vheicle like a shuttle or an aircraft to land on.. But let's say that you have a createor make a weather mod that makes the wind change.. or you have a flight that is coming in from off the nclined orbit.. you got to have a second option.. and the current KSC (Kerbal) has a lot of real estate.. so how about we throw in another runway one that isn't set up to the 270 heading but rather a bit off wind.. The end result is that you can add in a second flight line and thus more hangars.. and eeven if you miss the mark if you have enough energy for that dead stick landing you can always try for the second one.. Take a look at Edwards AFB or any airport there are always at least 2 runways and one of them is cross wind.. (Only the smallest locals sometimes only have that runway.. So yeah time to throw or rather build that 2nd runway on the base.. The little details..a lighthuse would be nice. All harbors (or a vast Majority of them come with one thing.. a navigational beacon..(Read as .. a lighhouse.. a beacon for ships to spot and in fact when the harbor gets moved you could always add in a light house..or a buoy or something.. something to let the ships at sea where to go. After all look at Port Canaveral in relation to the real life KSC (Kennedy) but in this case I decided to throw a tiny lighthouse slightly in front of the harbor but behind the "Flightline" of rocket pads.. that way again no flaming debris comes down on Joe Kerman Keeper of the lighthouse.. Finally Tying it up with roads..(andtraffic Jams (and maybe a racktrack for the folks who love motor sports) Now kerbals love to drive as much as they love to bgo into space.. or go out boating and even just simple up flying.. and in fact to go from a to be you have to drive.. or walk.. So why not add in a few roads? After all if Jeb wants to go from the Estrnaut complex to the Harbor eh's not going to hoof it there, it would take half the day, so let's drive him there in a prive car.. Also the administrtor of the program needs a plce ot park.. and ther eis a parkinglot in front of the administration building. So yeah let's tie all of this together with simple two lane roads.. The End result I cam up with is this: https://imgur.com/gallery/EeYYV4n And absolutely the final thing..Did I miss anything ? I'm a stickler for deatils and feedback.. and in fact to the folks of both KSC Extended and KSC harbor I hope you guys can give me feedback on this proposal I mean the KSC peninsula is a large space.. Or maybe someone wants a new rocket base so they can start KErin World war 3.. complete with Missile silos.. Or maybe a military base for those fighters.. I mean with Kerbal konstructs and the other mods that are at our disposal, the skys the limit.. not to mention the sea air an even wpace.. Okay guys feel free to give feed pack. Space-Coyote
  14. If I had a nickel for everytime asked this one particular question, I'd be able to buy KSP 2 outright! But seriously to be honest, I'm kind of glad I did get KSP 1 way back in the days of Alpha (0.18) and it cost me all of 18 dollars. was it worth the effort? yes it was.. Now as for KSP2. I'm not going to complain about the 69 USD price tag unless the game becomes a "fallout 76 -esque" style of game (too many bugs broken game, etc.) and this is what I am worried about.. cause to be honest, the original game right now is really ending the end of it's life run (Kind of) but that doesn't mean the next game will be better... Is Private Division becoming a bit like Bethesda? Well maybe but then with Star Theory taking over as the lead of development for this game it does make you wonder.. A good analogy to this might b elooked at as the original version is much like NASA getting the space program off the ground.. and that Star Theory's verison might be the "SpaceX" of the world.. Or.. It could be the other way aoround... The Point is we just don't know right nwo, and we won't know until the first version comes out..(Hopefully in a few months if not by later this year.. (and to be honest, I'd like this game to be able to pick up where 1 has left off, and improve on it..) The only issue I see right now on our side is our own computers.. and the fact that will some of us upgrade our machines to handle the new game.. (and I can answer that because i've studied human nature) a lot of you will be disapoointed while others will be estatic.. (And this is base don where you upgrade your comptuer or not) That's the thing.. players make their own joy (Or disappointment ) by not prepariing to adjust to change (and many people don't like Change, some hate it, and some others don't want to adapt) so in the end this the game going to be worth it.. well if you do the things I suggest (and not the things that are going to happen) the game will be fine.. (Else.. you'll be disappointed when your machine can't run it..0 That's all I have to say about this. Space_Coyote
  15. By Jebidiah Kerman, I think we got it then.. Also on that added note if someone is an expert with Blender a small light house could be added just to th e NE of the harbor just slightly behind the SLC 39 B poad in order to help ship naigation.. and a connecting road to the VAB in question and I think we're ready to go for that.. So yeah I mean KSC could be improved upon.. In fact I also look for good launch sites to use and this includes things like Airports and even other bases (like Miolitary bases with Potential Missile silos.. I mean Kerbin is a massive art canvas, and I plan to paint it so faolks can enjoy launches from any position.. (Now if we can only get a few cities in.. just a few.. tht would mak Kerbin Come alive Space_Coyote Also for the boys over at KSC Extended I was thinking of a 2nd (Cross wind runway with a heading of 150/330 that would be along .. I'll try to edit a picture to give you guys a little bit of what to expect.. Space_Coyote
  16. Here's a simple suggestion for the next update and this is in fact due to the fact that I understand how space centers are ususally deisgned with Harbors (E.G. Cape Canaveral Kennedy space Center) A port or harbor should really never be place di the path of a rocket heading out due oto the fact of potential failure of said rocket but rather a port should be put on either side of a space center.. For example Port Canaveral is located south of the Kennedy Space Center and has a road connecting in.. In the above picture of the OP a Good location for the harbor would be more than likely north and behind the far north pad (which in KSC Extended is Pad 39B Another option is or could be located to the sould side of the base and in fact this would be a better option as you don't have a bay to deal with.. and in fact Port Canaveral is located to the south (Interstingly enough on KSC Extended The Port would be south of Launch Complex 40 (which is the Space X facility.. so there you go.. a more effective3 and savfe way to build a harbor or port on a space Center.. Space_Coyote
  17. Quick question.. Does KSC Harbor have water Launch sites included so if you have a boat or something like a sub you want to launch in the water, can you do so from hre? If so, Sign me up Edit: Never mind Disregard.. Had to read over the notes twice.. Space_Coyote
  18. You know what we need? A workig port facility... yep you heard me a ship yerd on the KSC property in order to get ships that are recovering parts to the KSC space port to return said parts to be refurbished and Th elike.. I mean let's take a look at a prime example of what this space center is lacking.. Namely a facility like Port Canaveral.. (Interestingly enough the port is located SOUTh of the actual Air station and in fact it's there that all the recovered Space X parrts are returned to.. So yeah.. we need some docks and maybe a little something to make it worth our while.. Cause to be honest.. I'm on a boat.. Space_Coyote
  19. Well, if you want me to send a snapshot of where I think it should be pplaced I can actually do that.. complete with Location marker.. Also hopefully there can be docks installed for both the ships and the subs.. the Land Jetties are okay but I guess Docks look more professional.. just again a thought.. Space_Coyote
  20. Followed your suggestion and yep found the button and it worked.. The thing is the way it's so well hidden is what kept me forom finding it in the first place (Upper right corner in the KK Menu Open Everytthing... and yes you can turn that off too if you want to do a carer mode (I guess it is set in the closed Posiiton as per career mode.. Anyway thanks for the insight helped a lot. Space_Coyote
  21. Well this is starting to look more along the linds fof something bigger going on... After all this could be a Save Game issue or something going on with Kerbal Konstructs (and yes I am using a lot of stuff here as I do want both the KSDC Extended and the Water Launch sites going on.. Also I made tha tsuggestion about moving the start points and the location of the launch sites for the water to the north of the KSC Center . that way if you have a rocket Failure and it sexplodes the ships that you put in the water launch sites would not be damaged by Falling debis.. Like I said it's just a thought.. Space_Coyote Edit: Also if you want i can show you an idea of where to put this so it makes perfect sense with the KSC Extnded mod.. Now if we could only get some "Docks" then we could make KSC look very professional..
  22. This is what I am starting to think as well as I've been told that the the entire KSC Extended shold work.. Also it's intersting to note that I did open a new game and when I did everything that was supposed to be there was not.. not even the Launchpads.. yet after I closed it out and then reopneed it, The entire KSC Extended did spaen in but the same thing happened.. the inability to poen all the launch pads (I wa also using Water Launch sites and it too has the same issue.. (Can't open those either..) Yet in 1.73.) the last version that actually was this way I installed this long after the game was saved and there wer eno problems So yeah I'm starting to think this is more of a save game issue.. or that the Devs of the game somehow switched out somethin or that maybe Kerbal Konstructs is the issue here.. it's hard to say without further testing.. Space_Coyote
  23. This... is now frustrating! I've Installed the latest version of 1.8.1-5 of Kerbal Konstructs I've gotten OSSTNR (version 1.2 Alpha) I've installed Tundra Space Center 2.0 I've Installed Module Manager 4.1.3 and Now I've installed Kerbinside remastered and.. Go into the VAB (or the SPH0 and try to open using the Kerbal konstructs menu and.... Nothing.. Nothing wants to Open! LIke I said this is SOOOOOOOOOO Frustrating! ARRRCH (beings pulling hair outtta head.. There has to be something tha is causing this conflict that doesn't allow me a frest install of this.. Well Time to wipe the slate clean and start all overagain.. Sigh.. Space_Coyote
  24. Well I'm testing it with 1.8.1 and the latest version of KK (1.8.1.5) and it doesn't work for some od reason.. I mean it spawns out the locations but the list doesn't show up in the space plane hangar drop down menu.. Any ideas as to why? Space_Coyote
  25. Sorry, I made a type.. it's roadwork.. as in roads.. yo know th ething you drive on Space_Coyote
×
×
  • Create New...