baconfortress
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Everything posted by baconfortress
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So I am not sure folks still chat about this mod, but I am having an absolute hell of a time figuring this stuff out. Firstly it seems all the transmitters and receivers are far too large for small probes. I am attempting to get the "attila" working while attached to the rear of a mk 2 thermal receiver. I have power transmitted to it from a microwave setup, and it is receiving it. If I set infinite electricity it fires off full force, but no ammount of power capacitors will make it run. I am missing something I am certain. anyone know what it might be?
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I have confirmed you guys are 100% correct, the planet textures are now loading and trajectories are no longer subject to the whim of the gods. The Kerb-x interplanetary space program continues..........god that name is long.....im gonna change it for "season 2"
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AHA!!!! well thank you so much, I will dive back in, see if I cannot get this off the ground. The quality of the mod is such that I figured my issues were not a result of unfinished work. I am excited to get started now
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After reinstalling and installing only this mod I found that several of the planets appear like lego versions of themselves. This leads me to believe those planets (such as Quarta and Neibeitos) are either unfinished, or I have a setting somewhere that does not jive well with them
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So in trying to start up my little youtube series again I downloaded this mod (along with plenty of others) to give me planets to explore. Ive been modding KSP forever, and I got all the planets to show up, but I am having all manner of different and terrible problems I am hoping others have had, so that I can find a resolution. I have eve and scatterer and planetshine on here as well. If anything is needed to provide assistance (say game data folder pictures, screenshots and the like) just let me know. I think the planets in this pack are terrific! just wanna make sure I can actually perform missions for my series (the kerb-x interplanetary space program) as I make sure everything in my videos actually works. If with help I can get this stuff running id love to feature these planets on my next missions! of course if there are any highlights on these planets youd like to see shown just give me a heads up! The issues I am having are as follows, as stated before I can record these if needed. I will attempt a fresh install later tonight but until then: its been about 3 weeks in the game, and I returned to the KSC to find it under the ocean........rather down in there too. when visiting several of gaia's moons, time warp seemed to suddenly modify my trajectory, making it impossible to both use timewarp and accurately set a landing zone. Also, the moon with the lava caused my ship to explode the instant it touched the ground, despite zero heat prior to touching down. no I did not land on the lava lol Quarta looks fine up close but the horizon chops into a million ribbons of nonsense the clouds seem to be playing havoc with the lighting. my ship is crazy dark with a lit ring that follows it, I did not install lights on board. the ring disappears when not under the clouds
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Finally finished the craft for my Urlum mission. And have them appropriately docked and prepped for the mission itself. The entirety of the mission fits on a single chassis, with individual modules and craft docked or coupled to the main rocket. The main rocket, which is not yet named, runs on liquid hydrogen The habitat modules on the rocket do not have descent rockets, so this vessel lifts them off the main rocket assembly and drops them off on the moons of Urlum. Since gravity is fairly light and the moons are all vacuum argon engines are used. I havent named this one either yet. In order to search out good landing sites and visit biomes on the moons I wanted a 1 man craft capable of doing it all in Urlums space. the "Mud-dauber" is both an argon rocket and a hovercraft. It is the third iteration of my kerbonaut mobility assistant vehicle series. Hopefully will have this all tested and ready for launch and film by the new year! For those interested in designs from previous episodes you can find them here: https://www.youtube.com/watch?v=SEvziceJXMM&list=PL2fxlSN_yvQc5l8xjAnoEGRvgAyD0sGku
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So when I have a craft that needs 1 hour burns? mechjeb Docking/undocking 5-6 times in a single sitting? you better believe mechjeb easy maneuver window planning and plotting? mechjeb Im not doing calculus or spending 45 minutes to refuel a 4k fund lander if I dont have to. its like asking if using a calculator in math is cheating..........its useless if you dont understand the concepts and if you understand the concepts then the actual computation or execution is superfluous.
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
baconfortress replied to Halban's topic in KSP Fan Works
Not sure if narrative style cinematics are the type of thing you folks are into, but figured id share some of my stuff here, as the community on these forums has been super supportive. I appreciate any feedback or sharing of course! I have done a ton of stuff for this game, and just now discovered the camera mods.........SHAME [noparse] [/noparse] (edit:cannot seem to get video links to display in the forums) -
Exploring Sarnus and its moons in the OPM Mod
baconfortress replied to baconfortress's topic in KSP1 Mission Reports
I found tekto frustrating initially, its atmosphere is thick and the gravity is nill, which creates weird situations for craft. I suppose it would have been easier with visibility, was terrifying landing it with those clouds. I set up in orbit around slate, and have to admit I probably would have been better off at eeloo. It all worked out in the end, I always leave a fair margin of error in my ships (some would call it overdesign lol)- 3 replies
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So I finished the KSP side of this mission quite some time ago, and have even released the first two videos. With the third video releasing in the next week or so, I figured I would share the journey so far on these forums, as I've gotten amazing feedback from this community. The first is a summary of involved craft and the departure for Sarnus (and eventually Slate) orbit: https://www.youtube.com/watch?v=MZciIZzx1vM The second is landing on tekto and slate, and the establishment of a lunar mining operation on slate: https://www.youtube.com/watch?v=SEvziceJXMM The third, soon to be released will explore eeloo, hale and ovok Hope you guys enjoy! I always appreciate feedback and sharing!
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In preparation for my mission to Urlum I designed the 3rd version of my kerbonaut mobility assistant. Named "Mud-Dauber" The craft runs on a quad lensed hall thruster fueled primarily with argon gas. When traversing terrain it uses repulsor pads. As far as my engineering data goes it should be able to land, takeoff, and travel across on all of urlums moons! You know or it could run out of power and explode. This is for the next episode of my youtube series: https://www.youtube.com/playlist?list=PL2fxlSN_yvQc5l8xjAnoEGRvgAyD0sGku (recommend starting with episode 8)
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So after seeing avp interstellar updated for the current version of ksp I figured id mod back up to continue my youtube series. (For the purpose of my videos I like to have the best looking stuff I can.) Unfortunately with the new AVP I cannot seem to get clouds for eve and jool to work. Consequently the cloud configs for the OPM planets likewise seem nonfunctional. My understanding is the new EVE version has issues with the OPM clouds, but this does not explain jool and eve not receiving clouds. I installed the current versions of planetshine, texture replacer and e.v.e prior to AVP, clouds work fine Kerbin and Duna but nowhere else Is anyone else having this issue or maybe have a workaround? is there a similar mod pack that adds nice clouds for stock and OPM people know? running 64 bit ksp 1.0.5 This is the aforementioned series, most recent two episodes are an example of the clouds id like to have: https://www.youtube.com/playlist?list=PL2fxlSN_yvQc5l8xjAnoEGRvgAyD0sGku
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There was a mod pack that had an endless amount of side tanks, which through tweakscale I modified to go where needed. The reason for their odd distribution is based on the center of mass as the craft operates. I do not recall the name of that particular pack. Currently I am playing stock again to experience 1.04
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I appreciate any and all support, these missions are a huge effort and the community response has been terrific. If you need help with any stuff that you see in my videos (popular ones include the hyperloop, musketeer, scotts feather, bumble bee and hornet for example) let me know. Alot of my videos are out of date thanks to changes in the game, but I try and keep up as best I can with updates so that I have current knowledge of how to get things done.
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I used the universal storage mods generators. On this spacecraft they are located directly in front of the cockpit, the bay doors are closed however and they are not visible. Without those generators the ship is incapable of leaving the planet as the capacitors do not have sufficient power for the whole journey. This whole mission was a gigantic pain in the butt to make work Glad to see folks checking out my missions, hopefully will have pt 3 of the sojourn to sarnus out by the new year
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My journey to start mining on Duna
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[1.12] Extraplanetary Launchpads v6.99.3
baconfortress replied to taniwha's topic in KSP1 Mod Releases
zopper: I loaded in sandbox and they were also missing, likewise checked r and d and there is no sign, when I first logged in I saw the command part for a second before the vab loaded. The rest of the ui is there, parts just arent showing up during build -
[1.12] Extraplanetary Launchpads v6.99.3
baconfortress replied to taniwha's topic in KSP1 Mod Releases
hey guys, sorry to intrude, but I seem to have found substantial difficulty finding the parts in the VAB or SBH. While the mod loads, and asks if I want progressive builds, the button in the toolbar does nothing, and none of the mod parts are available for selection. I have looked around for awhile now and have not found anyone else with this issue. I downloaded 4.4 from here, extracted and copied the content into my game folder, have I missed a step -
In the sixth episode of the Kerb-X Interplanetary Space Program, the Nostromo hauler deploys a colony on the surface of Minmus