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rottielover

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Everything posted by rottielover

  1. Is the map now outdated for KSP 1.6 + ? I ask because I just did a test. Using GravityTurn Continued and Kerbal Engineer Redux to take out the human factor; I constructed a comsat to go to Keostationary orbit. According to the map I need 4515 dv to establish this orbit. I built the rocket with 4585 dv total (according to KER) and I'm well over 300 dv short.. According to the way I read the description the total on the map should be to have a circular orbit?
  2. It's ok, this is an amazing pack, and It's easy enough to change out the gear for a different one. I'm just getting back into KSP after a couple of years off and I'm kind of amazed. In some areas the game has come such a long way, and in others, well not so much... Anyway, amazing work, this particular pack is a must-have mod for anyone that wants to do anything with planes IMHO, especially the contract packs like GAP.
  3. real quick anyone else having the landing gear "dance" ? I'm using the angled gear with a 1.5 design for doing the GAP airline flights missions, but when I'm on the ground the gear dance and jiggle around. I'm not sure if there's another mod affecting it or if it doesn't like that I clipped the gear into the fuselage a bit?
  4. Thanks for the fast response. Also just wanted to say that it's good to see you still active with KSP I went back to re-investigate and discovered that "better atmospheres" had been installed, I don't remember picking that one so I have to assume ckan installed it along with something else but I'm not sure what. I removed it and now I can get the Huey (Chieftain) up high enough for the contract I was talking about. now I just have to decide if "wetter wings" is worth it or not.
  5. I'm in the same boat right now as well (heli's). One thing I discovered is that if you have tweakable everything installed make sure you right click on the cockpit and up all the torque settings to max, otherwise your craft will be unstable (I downloaded the sample craft files and the Huey was like this until I upped the torque, then it was flyable). I'm using this part pack along with the contract pack "GAP" (giving aircraft a purpose). I accepted the "rescue climbers from K2" contract and flew the Huey out there. Much to my surprise and a good 30 min later, the huey was not able to climb above around 2500 meters, so I couldn't do the contract. I'm also an Atmos Autopilot user, and while it works wonderful for fixed wing aircraft it doesn't have any idea how to handle Heli's or VTOL craft. Unfortunately many of the contracts that are worth doing, also have LONG distances associated with them, and if you're going to fly at 4x physic's warp then your Autopilot better be up to the job. Usually AA can do it just fine, but I can't fly any of the Heli's unless it's within a short distance of one of the runways, otherwise it's just too much time. BTW if anyone has any bright idea's about how to get the climbers off of K2 without a heli, please let me know!!
  6. Thought I would expand a bit on what I was talking about in case other's have similar issues. I also installed tweakable everything, so the cockpits start with about 1/2 of the max torque set. You have to remember to right click on them and set them up to full in order to get better performance out of the helicopters. I'm still not able to get any of the helicopters up over 2500 meters though, so rescuing the climbers from the mountains is pretty much out... I don't have the tech for a longer range VTOL, and I can't get the helio's up high enough
  7. Looking for a little advice/help... I just picked up the "Rescue two climbers" contract. There are two kerbals up on K2 that need to get picked up. I am using the Airplane Plus pack for my GAP purposes... So I loaded up the Chieftain (Huey), which was fine for taking off from the runway and landing on the helipad, but it's much to slow and uncontrollable (keyboard only here) to be able to be used for this. Any suggestions out there? BTW I'm doing this career mode and basically have unlocked the bulk of T1 parts, using Community Part Tree. EDIT: well I found one thing, I didn't max out the torque on the cockpit, doing that helped some.
  8. I just installed off ckan and the avionics package is not working as a probe core (can't control a sounding rocket once loaded on the pad). Any thoughts?
  9. yea! Thank you for bringing this one back to life. I used to use it back in the day.
  10. CKAN is listing them as compatible with up to version 1.3.9 of KSP, I'm assuming to cover future versioning , anyone else able to reproduce this?
  11. USI Tools is causing 1.3.1 to crash after the load screen just prior to the Menu screen coming up. I'm using ckan and noticed that after trying to install USI Life Support. So I used Ckan to install / uninstall things one at a time and finally narrowed it down to USI Tools, which is a dependency for a lot of things. I have the logs, but wanted to see if this was already a known issue with the latest update for KSP before I go doing a full on bug report.
  12. xScience AlternateResourcePanel AnimatedDecouplers AntennaSleep Astrogator AtmosphereAutopilot BetterBurnTime BonVoyage CapCom Chatterer ChattererExtended CommunityCategoryKit CommunityResourcePack CommunityTraitIcons ContractParser CriticalTemperatureGauge CrowdSourcedScience DMagicOrbitalScience DockingPortAlignmentIndicator DockingPortSoundFX EditorExtensionsRedux ExceptionDetector FelineUtilityRovers FirespitterCore FlagRotateCont GravityTurnContinued IndicatorLights IndicatorLightsCommunityExtensions KEI KerbalAlarmClock KAS KerbalEngineerRedux KIS KerbalJointReinforcement KerbalPlanetaryBaseSystems KerbnetController Konstruction KSP-AVC LandingHeight MechJeb2 MechJebForAll ModuleManager NearFutureProps PortraitStats ProceduralFairings ProgressParser QuickBrake QuickExit QuickSearch RCSSounds RealChute SCANsat ScienceRelay ShipManifest StageRecovery StationScienceContinued StationPartsExpansion SDHI-ServiceModuleSystem SDHI-SharedAssets Suppliesbackpack SurfaceExperimentPack surfacelights TarsierSpaceTechnologyWithGalaxies TheGoldStandard ToadicusToolsContinued Toolbar Trajectories TweakableEverythingCont UniversalStorage USI-EXP USI-LS USITools VentralDrill This is what I just did with CKAN
  13. Finally getting back into KSP and after making the same mistake I always do (installed 113 mods), I've decided to ask the community for help with my mod addiction. I want to start a new career mode with the following goals in mind: Keep things as "Stockalike" as possible (IE no real world recreation mods or kerbalized real world stuff like FASA) This career save will be used once the new update hits, so I want to splurge on Science additions to build up my science supply (DMagic comes immediately to mind). UI and quality of Life (my life!) enhancements encouraged, Kerbal Alarm Clock, Alternate Resource Panel, MechJeb are all on the list automatically. With that, I would love to get some suggestions! I used to play with TAC LS, but I find myself installing like 10 companion mods trying to get more stuff for it, I think I might prefer a simpler life support mod this time around. Thank you in advance!!!!! Oh and I would like to stick with mods available through CKAN to make my life easier if possible.
  14. I was hoping I could find someone to point me in the correct direction. I'm getting back into KSP after a long hiatus (I think the last I really seriously played was in .23 days, I came back to touch-base with 1.0 etc but never sat down and did a career save). Anyway that said I play with a handful of mods, the short list is KIS/KAS, Pathfinder, TAC LS, Planetary Base sys, mech jeb, BARIS, MOLE, and Buffalo to name most. Anyway, I was reading the Wiki on setting up a starter base, but it doesn't' cover how to cover life support needs with TAC installed. I was hoping that I could find someone with experience to help coach me along. I'd like to tackle learning this again in a few steps. Step 1 was remembering/re-learning KIS/KAS so that's done, I did the Wiki starter base. Step 2 is how to I use pathfinder parts to setup a sustainable supply of food, water, and oxygen for a pair of kerbals (I want to send a survey team to Minmus in prep for a perm. base and station). Finally the last phases would be learning the rest of Pathfinder to be able to produce the items needed for OSI (I think thats the name, with the 3D printer and storage) so that I can create new base modules as needed. Back in the day I played with MKS/OKS as well, but to be perfectly honest a lot of these mods are getting way to complex and over my head to be fun. I'd like some challenge, but I also don't want to spend 3 hours calculating a resource chain when I could be blowing stuff up in a game of little green men. I guess I'm that guy that wants complexity up to a certain point, then it hits a tipping point of becoming grindy . So I'm open to suggestions!! Thank you in advance, and much appreciated!
  15. oh happy day! BTW does anyone have a mirror, the two download links on the OP are broked... Thank you Orionkermin! HGR is one of my favorite parts packs ever.
  16. Posted 13 hours ago · Report post The RT mod has its two own MM patches for FASA, RemoteTech_FASA_Antennas.cfg and RemoteTech_FASA_Probes.cfg, which should work on your computer. But they are last updated in 2015 and I see the FASA mod is not updated since KSP 1.0, besides the community patches supplied. You may want to post a question to the FASA thread to ask about any recent change in community FASA patches prevent the RT's FASA patches from working. So I am here, asking about Remote Tech. I also opened an Issue on the Github page hoping someone would see it there also.
  17. Could someone point me in the correct direction? I installed RT via ckan, and FASA, but none of the FASA antenna's work with Remote Tech. Is there a MM patch someplace for this?
  18. did not realize folks were posting here about the ground construction issue, I opened a separate issue as well.
  19. Have been playing more lately myself again. Trying to get the mix of mods right
  20. Miss you, and Home Grown :( 

  21. With the forum threads lost I'm not sure where else to post to get information. I'm looking to find out if Carmics has been around in a while, and if AIES is "dead" or if anyone has a working link / MM configs to make it work in 1.2 ? Thanks in advance!!
  22. Thank you the wiki is what I needed. Here I was thinking that there was going to be no way to establish perm. resident colonists, but sounds like I just need the right parts.... Leads me into a suggestion though, maybe the colonist kerbals (those you can hire with that rating), as I understand it right now they simply raise all the colony stats. Maybe they could be "buffed" a bit on the hab home times ? IE if I'm a kerbal colonist recruited, I'm probably not looking to make a return to kerbin?? Not sure, it's a thought.
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