tanelorn
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Everything posted by tanelorn
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Just an FYI, opengl is a bandaid only. Using it has disadvantages. Texturereplacer has issues with it, and certain MFD things don’t work. For example the orbit info graphic doesn’t show your position or the ApA / PeA markers.
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
tanelorn replied to Angelo Kerman's topic in KSP1 Mod Releases
Oh my bad. Didn’t even think of checking that. -
DMagic I love your mod but please add biomes to low orbit!!! We should be able to read more than one magnetic field in low orbit. Same for plasma wave and several other tests. I personally edit many of your science experiments so they recognize biomes in low orbit. We all know that things like magnetic fields vary drastically at different positions in low earth orbit.
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
tanelorn replied to Angelo Kerman's topic in KSP1 Mod Releases
Angel, I and others who want to enjoy this mod are clueless on how the science system works. You really need instructions on the front page of this forum thread. Or a link to instructions. -
Yes please, anyone who thinks they can help.. this is a big deal. I, for one, have other issues with OpenGL such as non rendering textures. So I'd really love for RPM to work with the current KSP build.
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https://imgur.com/a/jqmVP I just re-installed KSP for the latest version (1.4) and many parts of RPM components are backwards, upside down, etc. I have tried this with no extra mods (Just RPM), and also with ASET cockpits and props. It makes no difference. Can anyone help me figure out how to fix this? Is RPM not compatible with 1.4? ** EDIT*** Reading earlier in this thread I see I'm not alone. Eagerly awaiting a solution. Thanks MoardV for looking into this.
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I could use some help please. The ALCOR does not appear in my tech tree. I am in career mode. I am using the community tech tree. I looked in the ALCOR files and couldn't find a reference to it's tech tree location. Anyone know why I can't research it?
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
tanelorn replied to severedsolo's topic in KSP1 Mod Releases
I have an issue but it may be due to mod conflict. Most of the missions, in fact all that I can see, give a negative value to completion and a double negative to failure. ex: completion -120,000 failure --98,000 Anyone else have this issue? I do have other contract packs, I have the reward modification mod, and I have stragego or strategum or whatever it is. Other contracts are fine so I don't think it's due to a mistake on my end but it may still be a conflict.- 205 replies
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Same here. I am up to date using CKAN as of 9 Mar 2017. It won't display heat during re-entry. I have RPM, ASET, and VV in CKAN updated.
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Anyone have issues with the cameras in IVA showing weird blue polygon stuff obscuring the view? Seems to be related to the blue sky of kerbin but will appear even when looking away from the planet. Angles, even changing where you look in the cabin causes the polygons to shift. It's really annoying. I have alot of mods added, not Kerbalism. I have scatterer and EVE, which I think may be the culprits. Anyone else? I checked the thread here and didn't find anything.
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Recently, possibly due to updates by ASET, my Mk1 command module will not let me deactivate the Ground Prox warning by clicking the warning button anymore. This is a huge issue! Is it a problem on the KSA end or on the ASET end?
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I splashed down in the badlands and had to make this
tanelorn replied to tanelorn's topic in KSP Fan Works
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I really need some help with docking and waste heat. I docked my kethane probe to my space station, and it maxxed out it's solar panels waste heat from the station. Now if I undock the probe, its solar panels are at max waste heat and won't work! The probe doesn't have radiators as it didn't need them for just solar power. How do I prevent docked vessels from absorbing all the waste heat? And how do I recover my probe?
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Significant addons: 1. Lazor systems docking port camera 2. Docking HUD 3. Remotetech 4. Kethane 5. KSP Interstellar 6. KW Rocketry 7. Engineer redux 8. Mechjeb 9. Hull camera and R-tech science expansion and hull cameras. 10. Various smaller mods like precise maneuver nodes, city and clouds, crew manifest, fuel balancer, etc. I am familiar with the forum thread that shows how to correct a -docker- -dockee- bug that can arise with clampotrons. I've used that method a couple times to overcome docking issues. But now I'm running into a far worse bug that happens repeatedly: My problem is that when I dock two ships, they merge into one and the docker is eliminated from existence. The clampotron retains an option to -undock-, but clicking it does nothing. In examining the save file, the two craft are treated as a single craft, with two docking ports that show the correct docker and dockee, but of course the dockee ship no longer exists. I haven't had a trouble-free docking action for a long time now. It's so consistent I'm starting to just do EVA transfers to the rescue ship instead. And I'm completely screwed for such actions as kethane mining and transfering fuel to refuel stations. Another clue to the nature of this issue may be from what I think is a remotetech bug: It's not uncommon for me to switch to another ship and in doing so I lose the ability to see any ship and I lose the ability to interact with any mod toolbars. I can select planets only. Switching to the space center gives me a wierd stratosphere view and I can't click on any buildings. On exiting the game and returning, there's always a couple duplicate probes which I must promptly delete in the space center or they will annihilate eachother if I try to control them. All in all an unpleasant situation but supposedly these mods are all cross-compatible...
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Land on the moon in career mode
tanelorn replied to Belgiumruler's topic in KSP1 Gameplay Questions and Tutorials
1. Engineer redux and precise node mods are your friend. It's not cheating, it's just info that you would expect to be available. 2. Get into 100km equatorial orbit. From there you have infinite time to plan and be comfortable. 3. Set to 800-900m/s prograde. That will put your periapsis at the muns orbit. Then, tweak your node start time by dragging it along your orbit. At some point you will see a mun intercept. Tweak it a bit to idealize your velocity. Don't correct any vertical offset yet. Exit orbit at the appropriate time. 4. Make a mid flight correction to fix any vertical offset and set your munar periapsis to approx 100km 5. On entering munar SOI put a nav node on the periapsis and retrograde to a parking orbit. 6. At the time of your choice, set up a retrograde node to put you on the surface. Don't shallowly skim it or you may hit terrain. Come in between 45 and 15 degrees to the landing point. 7. DO NOT waste fuel slowing your vertical decent at high altitude. You are constantly falling. Any velocity you cut will be regained over time. Save your vertical thrust action for low altitude. 8. Use the retrograde icon on the navball to guide your decent to the surface. Get that gear down early. Cut all horizontal velocity before you're close to the ground. Use spurts of vertical retrograde to get a measure of how quickly you can slow your decent. 9. Land on a flat surface. Keep horizontal speed at zero (retrograde icon centered on top of navball). Be very vigilant on your vertical speed at the last 100m. This is when you can burn your engines constantly on low power to keep it comfortable. 10. Cut engines immediately on landing (or a few meters above). Hopefully you have the 800m/s of fuel to get back home. -
I have one MAJOR issue with the Kethane mod. It has major problems with RemoteTech because the Kethane drills continue to work when the battery is completely drained and even when all your tanks are full. If you are consuming more power than you are generating (easy to do with Kethane drills) you will lose your probe if you ever reach 0 power. Most power draining items stop working when they lose power so you have these tiny intermittent moments of control where you can shut things down. There's also the expectation that when your tanks fill up the drill will stop so eventually you will start charging the batteries again. But not with the kethane drill. Please address this in future revisions.
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
tanelorn replied to damny's topic in KSP1 Mod Development
Please add the capability of generating a marker on the map. I guess it would be the equivalent of generating a flag on the surface of a planet by clicking on the map. I'm sure many of us want the capability of plotting a course to a specific place on a moon / planet that they've spotted using the ScanSat map. -
I am having a major issue with the science compartment. I have generated 11 points of insight. Even though there is room for 100 points, it says that it is out of insight storage. I also have a Storage container attached, where I transferred the insight. This made no difference to the out of storage message. A further issue, is the amount of science generated. My science pod is orbiting the moon, and I can transmit 99 science points basically infinitely. I am getting 200% transmission, and no diminishing returns. I have some other mods running, but they are not science related. I just have the engineer redux, scan satellite, and mapping satellite. Any help is appreciated…