FutureMartian97
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Posts posted by FutureMartian97
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Can the Starship Mk.4 be docked together end to end like SpaceX wants to do? Would be cool to refuel like that.
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How do I launch from a pad I place? I placed 39a at KSC and set it as a launchpad in the edit launch site button with the VAB selected for the build menu for it. But when I hit launch it goes to the stock KSP pad. Even when I select 39a, go into the VAB from selecting it, then click launch. And on the drop down menu in the VAB to pick a launch site it's not an option.
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On 12/22/2019 at 7:28 AM, NiL said:
Why? If one satellite would consist of a probe core, battery, antenna, solar panel, argon tank and ion engine it will be only 6 parts, 70 sats+70 decouplers = 490 parts. Not great, not quite terrible - stock replicas can have thousands of parts. If battery+probe core+tank+decoupler would be integrated (panels are difficult to integrate, at least i heard so, and Tundra have a wonderful phased array antenna), it will be just 4 parts per sat and 280 parts in total - i mean 300 parts is not bad? And you don't need to make exact replicas and put 70 sats in a stack. 30-40 would still leave the impression of a huge stack and won't explode even potato computers with 120-160 parts. I suggest to launch them in one pile of 20 sats - it would still look like a lot, but will have only 80 parts in total (totally fine), also for gameplay reasons you simply don't need 70 commsats, 20 would be enough, a couple of launches will put a hundred of them in LKO (poor little Tracking Station...). And because you already have a couple of mods as dependencies, it's likely that most Tundra users also have NF set installed, so you can make only the probe core part.
I even drew a Paint picture of all that lol. My sat is le ugly, but i think the general idea is clear.
To add to this. You could get the part count even lower by just having the probe core have a large electrical charge capacity, argon tank, and a powerful antenna. They don't NEED to be specific parts really, although it would be nice (maybe make the parts anyway if you do want to build them yourself?). So you could really just have a probe core, decoupler, and solar panel to have 3 parts per satellite. SpaceX launches 60, not 70 so max 180 parts which isn't that bad!
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Any plans on making Strarlink Sats?
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Do the TE's have throwback animations and built in decouplere? I tried the SLC-40 one and only had the option to put it into the pre launch configuration and had to add a decouple onto the bottom to actually release the rocket. Am I doing something wrong?
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Any plans on making Starlink sats once we have a picture of them?
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Am I doing something wrong? Because when I try and dock two BFS's together they just bounce off and never connect.
Using the Pre-Built ones btw
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Any ETA on when Falcon Heavy will be released?
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4 hours ago, Ger_space said:
I dont know what you see on reddit... a link would have been nice.
yes, it would help. so I don't forget about it, when I start coding tomorrow. I get distracted to easy. (and I have no Idea why its not working anymore. OK, the why I can guess, I broke it, when I rewrote the inner core of KK, but I have no glue why.
This one.
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Which addon pack has the landing pads that i'm seeing on reddit?
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1 hour ago, Galileo said:
That is not a link to your logs.
I'm so sorry, I never use dropbox or anything. Try this one and see if it works.
https://www.dropbox.com/s/zo249r56v2e9uvf/output_log.zip?dl=0
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1 hour ago, SpannerMonkey(smce) said:
KK is standalone, it requires no other mod in order to function. The correct file path for installation is KSP/GameData/KerbalKonstructs, the mod will not work if installed any other way.
Please retry installing kerbal konstructs and should it again fail to load, zip up and link here a copy of your KSP.Log that can be found in the main KSP folder, no other logs are required or very helpful at this point.
Ok, thanks. Is this the right log? https://www.dropbox.com/h
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Do you need another mod for Kerbal Konstructs to work? I put the Kerbal Konstructs folder into my GameData folder like any other mod but it just keeps crashing when I try to load the game up. I even did a fresh install with only this mod and it still crashed.
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24 minutes ago, damonvv said:
1.0.3 with a much needed BFR balance and a little Falcon 1
Can't wait! Also, I know the extra buildings and landing pads are a separate mod, but do you have a link to the forum page for it?
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Any plans on making black grid fins? When SpaceX rolls out Block 5 they will all have them
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How do I switch to the block 5 textures? I click on the interstage and don't get an option to change it. And there is no black interstage part
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This is great! Thank you so much! I've noticed something though. I can't actually make the full BFR because the decoupler has no node to attach to.
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These looks amazing! Just watched Kattaboses video on this! Will you ever make an updated BFR?
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15 hours ago, strudo76 said:
Have you also installed module manager and contract configurer?
Yes. I have both installed.
Here is what my ckan looks like. Galileo's Planet Pack I installed manually. I was playing it without SETI contracts and the contracts were there.
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I installed SETI Contracts, Probe Parts, and Unmanned before manned along with Galileo's Planet Pack and I don't get any contracts when I start the game up. Is SETI not compatible with Galileo?
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That looks amazing! Just one tip for it though. Make it a little over powered so its not limited to a few tons to orbit since the weight of parts in KSP is unrealistic anyway.
[Most 1.12.x] Near Future Technologies (August 26)
in KSP1 Mod Releases
Posted
Are there any RO configs for these?