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capran

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Posts posted by capran

  1. Ugh! This mission and the one after it are actually harder than the alien monument ones. I tried so many times to get it. One one save file, I was able to fly there and land safely. But on my current run, even after multiple attempts at flying, and suborbital hops, I couldn't do it without cheating. It doesn't help that I can't find the lat and long co-ordinates anywhere. Had to guess it.

    Spoiler

    Latitude -48.79, Longitude 58.73

     

  2. On 10/30/2019 at 9:07 AM, linuxgurugamer said:

    I want to mention that I have this same problem, with a fully updated game.  First I've heard about someone else having the same problem

    I thought steve_v was kind of rude, so I didn't reply to him. I did determine it was Mapview Mono Sound. I wouldn't have figured that had anything to do with it, but I got rid of it and all's good. I'm still running a bunch of other mods that haven't been updated for 1.8, but no unusual bugs otherwise.

  3. Now presenting, Tylo Kerbal Ship! A huge rocket that sends 3 Kerbals to Tylo, plus a 2 stage open-cockpit lander and ascent vehicle! Dock with the mothership and return to Kerbin!

    Lander includes surface deployment science kits.

    Action groups: G - deploys hinged gear, 1 locks them in place. Also 0, 9 extend and lock main relay antenna on mothership.

    https://kerbalx.com/capran/Tylo-Kerbal-Ship

    Mods needed: Simple Fuel Switch, MSP-3000, MechJeb, Engineer.

     

     

    https://imgur.com/gallery/3rtzFO6

    fGOUSpz.jpg

  4. Presenting: The Tylo Explorer! Includes Orbiter (with return capability), Lander, and Rover.

     

    Does require Simple Fuel Switch.

     

     

    Launch to LKO with 1st stage and boosters. Then transfer to Jool with 2nd stage. Enter orbit of Jool with 3rd stage. Hohmann to Tylo. Enter low orbit (I suggest 30KM). Separate lander, carefully thrust all the way down until touch down. Hit hotkeys 9 & 0 to deploy Rover's rollover protectors. Activate the Monoprop thruster and separate from lander. Carefully set down on Tylo! Hit 8 and G to deploy the wheels.

    Includes all science tools except Materials pod (I suggest using this mod: )

    Also I recommend using Engineer and Mechjeb for landing.

     

    https://kerbalx.com/capran/Tylo-Explorer-b

     

    Pictures will be coming.UH7FN7S.jpg

     

    https://kerbalx.com/capran/Tylo-Explorer-b

     

    4lcVhSh.jpg

    https://imgur.com/gallery/kLN4828

  5. 1 hour ago, bigcalm said:

    Yeah I found this a bit confusing, but the KSPedia sorted me out.

    Essentially there's two types of surface features - big ones and small ones.  Small ones, like a Mun Stone, can be picked up.  I must have spent 20 minutes trying to pick up a big one!  Turning off terrain scatter is highly recommended as well, as the Mun Stone (and the big one too) looks really similar to terrain scatters, and neither are particularly abundant.

    They really need to fix this. Either remove terrain scatters, or merge them with the new rocks and such. Maybe some of the current "terrain scatter" items are just not interesting when scanned and will result in no or very little science compared to a Mun Stone or something.

  6. @SQUAD

    At this point, it seems to me this Breaking Ground DLC, while having some good stuff (robotics are good, scanning arm is good, finally inventory), feels like a beta. OK, so they gave us more stuff to do on planets and moons! YAY! AWESOME! But the rocks/formations/etc. are too hard to find, and even when you do find them, you can't just pick them up and put them in your inventory the same way you do with ground stations? Seriously? You guys created the inventory system (FINALLY) and stuff to drop and pick up, but the rocks can't be put in your inventory? WTH?

  7. Nah, that's not a picture of Munstone. This is a picture of Munstone!

    9CEyiOm.jpg

    H2EKrnw.jpgAlso a Large Crater.

     

    I think what they need to add is a device that can detect "anomalies" from afar. Something similar to the resource scanner which would add a layer on the Map View to indicate where things like these objects are. Then a device that will point you in the right direction when on the surface. There was a mod that did something like that years ago before this expansion, can't remember what it was called.

  8. 22 hours ago, bewing said:

    And do you think you do have a commnet connection? The contract won't complete without it.

     

    Thanks! I set up a commnet and those errors are gone. Still, seems like a glitch that it would just continually spam the message log with those. I had to click through over 300 of them.

    I did eventually build a rover and find some Munstone and a "large crater". No crystals on the Mun yet, did find one on the mountains to the west of KSC though.

    It's a bit disappointing that instead of being able to pick up the stone and put in your new fangled inventory slot, it's just a right-click menu option that makes a science text dialog box show up. Maybe next release they'll get more graphical.

    The ground station experiments still have not completed. One of them is now over 5000%. LOL!

  9. 5 hours ago, bewing said:

    All game modes work, as long as it's a new save.

     

    19 hours ago, linuxgurugamer said:

    I believe you have to search for a Mun crystal, it's something totally new and obvious once you find one

     

    I did start a new save to begin with. After finding this post: 

    I edited the persistent.sfs  file as suggested. Still haven't found any Mun crystals but I did find a Baobob tree near KSC.

    1 more thing I encountered. I got another mission, this one to deploy ground science on the Mun. After deploying and returning to Kerbin, and fast forwarding a few days, it still hasn't completed and it says "collected 457% of 50%"....what? Glitch?

    https://imgur.com/a/S6coMcn

  10. So this is one of the career missions I picked up. Problem is, I can't figure out how to do it. I walk over to a boulder on the Mun and I just walk through it (as has always happened in previous versions). There's no right-click option either. Can't seem to drag it to pick up either. Are there specially made rocks that you can interact with? I landed about 10 km south of the Arch in the East Crater for reference.

  11. On 4/8/2019 at 5:13 AM, IgorZ said:

    ATTENTION to the legacy part users. READ THE RELEASE NOTES!!!

    1.2 (Apr 8th, 2019):

    • [Change] ATTENTION! The legacy parts are not provided in this version!!! Read Wiki for more details.
    • [Enhancement] Add French localization.
    • [Enhancement] Add Portuguese localization.
    • [Enhancement #260] Add a setting to control the couple state on link.
    • [Change] Major update to the basic renderer module to increase UX experience.
    • [Fix #236] Support action groups in winches.
    • [Fix #252] NRE when entering the vessel from EVA.
    • [Fix #255] KAS link throws when loading save file.
    • [Fix #258] Connectors break on entering the physics bubble.
    • [Fix #260] Add a setting to control the couple state on link.

    Thanks for the update, but bad timing? 1.7.0 came out shortly after, and I just noticed today (started a new Career save game, didn't get the parts until today) that both winch parts aren't working. Right-click menu only has Aim Camera and Auto-strut, no winching functions.

    https://imgur.com/a/4C9pKhd

  12. I usually don't use EVE/Scatterer/etc. as I think they bog down the game. But I gave it try today, after a ridiculously long download of scatterer (for some reason, it was going at 30 KB/s.) And the game is just too dark! Even with the sun at noon, ships are really dark. Even at night, there are no stars visible. And in orbit, on the night side of kerbin, you can't see the ship at all. Lights hardly do anything.

     

    Too Dark

  13. I built this huge ship to take a lot of Kerbals to the sun, but it just keeps falling apart during launch. I tried strutting, I tried using the right-click advanced menu to autostrut, tried each option, root, grandparent, heaviest. Just keeps doing it. At first I thought it was just the 3.75m fairing glitching out, so I rebuilt with a 5m fairing, same thing. 

    I even started a new game with zero mods, plain vanilla, and imported the craft. Same thing. Anyone have any ideas?

    https://www.dropbox.com/s/pg0ezgw8yuyx30f/20190305192813_1.jpg?dl=0

    https://www.dropbox.com/s/e4ug50c3amm96vx/Barbecue Kerbal.craft?dl=0

    Nevermind. Did some more fixing and figured it out. :rolleyes:

  14. 19 hours ago, 4x4cheesecake said:

    The "Rendevouz" group contains a target selector which allows you to select a target by clicking through some filters (can be a body, vessel, probe, rover, etc..)

    Huh, I never knew KER had that. I'll take a look. I'll give the others a shot, too. Except Ship Manifest isn't in CKAN, so I'll have to get it manually.

  15. I was trying out Kerbal X yesterday and downloaded a ship, and the instructions from the creator said to activate the fuel cells for power. Well, they didn't bind them to an action group, and they weren't immediately visible to me either, I had to rotate and zoom in and out around the craft to find them.

    #1

    So it occurred to me, what's needed for a new mod is a window with tabs of part types, and a clickable list in each tab of each type of part. When you click the item, it highlights the part on the craft and shows the context menu as well.

    The built-in resources menu sort of does this, but only for parts with consumable resources. And clicking the box next to, say electric charge, does give you the context menu,  but it's usually abbreviated, and even click the sticky button on it doesn't reveal everything.

    #2

    Another mod I'd like is one that would organize stickied context menus in a clean manner (try clicking the box on one of the resource items for a huge craft, your screen will be spammed with little orange and green boxes, all disorganized). It should also make those stickied menu permanent. The stock system allows you to sticky things, but if you go back to the space center, and go back to the craft, they're gone.

    #3

    And I'm still looking for a good on-screen tool bar for the action groups. I want a grid of 10 buttons, and I want to be able to relabel them, perhaps put in tooltip descriptions.

    #4

    One more is an on-screen tool bar for selecting and targeting planets and moons. If you use RasterPropMonitor, the multifunction displays give you this ability, but I'd like to have it on external views.

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