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DaPatman
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Everything posted by DaPatman
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The Elcano Challenge : Ground-based circumnavigation
DaPatman replied to Fengist's topic in KSP1 Challenges & Mission ideas
I've started a thread for my on-foot circumnavigation of Gilly here. -
I've been wanting to do the Elcano challenge for a while, but I've never had enough free time to dedicate to developing a rover which won't flip in low gravity. But recently, I realised that Gilly was probably small enough that an enterprising kerbal could circumnavigate it on foot. The only question is, who would be insane enough to go along with this plan? Sorry Jeb, but I want to do this stock, and since not having access to VOID means I can't guarantee I'll build something capable of making a two-way trip, I don't want to risk an orange suit. Maybe one of the new recruits will be similarly insane? Perfect. I've already come up with a rocket capable of getting to Gilly, all you have to do is get in and fly it there: The actual circumnavigation will start later this week.
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It can go anywhere inside your Game Data folder. Personally, I would recommend creating a new folder within Game Data where you can store it along with any other custom patches you may download (or write yourself).
- 786 replies
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The same node it's in is you don't use CTT (which I believe is Meta-Materials) - Taurus HCV doesn't come with a CTT patch. If you'd rather it was somewhere else, I made my own patch which moves it to Heavy Command Modules.
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The Elcano Challenge : Ground-based circumnavigation
DaPatman replied to Fengist's topic in KSP1 Challenges & Mission ideas
So not insane enough is what you're saying. -
The Elcano Challenge : Ground-based circumnavigation
DaPatman replied to Fengist's topic in KSP1 Challenges & Mission ideas
I'm considering attempting to circumnavigate Gilly on foot. How insane am I? -
Not in the list of followed content it's not. And while I'm complaining about things the new forums should have but don't, I've noticed a distinct lack of forum settings. There is, for example, no way (as far as I can tell) to change the number of posts per page.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
DaPatman replied to stupid_chris's topic in KSP1 Mod Releases
I posted a config for this mod in the CTT thread a few weeks ago that puts the radial chute there. Here's a download link if you want to use it as the basis of your changes to the tree. -
Banana for Scale - Analyse bananas in space!
DaPatman replied to JoePatrick1's topic in KSP1 Mod Releases
I've been using my patch in 1.0.4, and it still works fine. -
Worth noting: it did so in 13 seconds. Here's the thread where he showed it off.
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KSP Achievements (1.9.4.2) (KSP 1.4.1) 3/14/2018
DaPatman replied to malkuth's topic in KSP1 Mod Releases
Found a bug: achievements involving getting into orbit don't trigger if you haven't unlocked patched conics. Screenshot showing the issue: -
I started a new career mode game, and when I started getting tourist contracts, Jeb and Val started one-upping each other fulfilling them. First, Val took four tourists suborbital (read: flew straight up until their apoapsis was 75km, then used the rest of her fuel to make sure they slowed down enough for parachute deployment to be safe). Jeb only took three tourists with him on his next mission, but he took them to orbit, despite them only wanting to go suborbital. Finally, Val took just two tourists (who actually did want to go to orbit) to orbit with her, and decided to do it in style by doing so in one stage. At this point, Jeb gave up and let her have the win.
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Music to Launch Rockets To - KSP Music Thread
DaPatman replied to Steambirds's topic in KSP1 Discussion
While I was playing today, I listened to Public Service Broadcasting's album The Race for Space. -
I made an unofficial CTT patch for this mod which, among other things, moves the pod to Heavy Command Modules. Click here to get it.
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You appear to be missing Physics.cfg. You can get it back by going into your Steam library, right-clicking on KSP, selecting Properties, going to the Local Files tab and clicking on "Verify Integrity of Game Cache...". Steam will detect that you have missing files and re-download them. While you're at it, I would recommend moving Steam out of Program Files - KSP has been known to not like being there.
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My unofficial patches: Taurus HCV Station Science RealChute
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It has lots of empty nodes because you don't have any mods that put stuff in those nodes.
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I have an idea for a new part: a Mk2 to 1 x 1.25m + 2 x 0.625m adapter. Any chance of something like that being added to this mod?
- 720 replies
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- mrs
- modular rocket systems
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What paint program are you using for flags?
DaPatman replied to ZentroCatson's topic in KSP1 Discussion
MS Paint. Which is why I've never shared it. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
DaPatman replied to stupid_chris's topic in KSP1 Mod Releases
Could we see a screenshot of your Game Data folder? It might just turn out that something's in the wrong place. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
DaPatman replied to stupid_chris's topic in KSP1 Mod Releases
You can't unlock the action groups tab through the tech tree, only by upgrading the VAB of SPH. Assuming you have, the chute editor won't show up until you click on a chute while the action groups tab is open. -
What is your "complete game" installation?
DaPatman replied to ezequielandrush's topic in KSP1 Discussion
Once they're all released, here are the mods I hope to use in my fully modded install: Achievements* Active Texture Management Alcubierre Warp Drive Asteroid Recycling Technologies Banana for Scale* Coherent Contracts* Color Coded Canisters Community Tech Tree Cryogenic Engines DMagic Orbital Science Docking Port Alignment Indicator* Enhanced Navball* Filter Extentions Freight Transport Technologies Fuel Tanks Plus Improved Chase Camera* Karbonite Karbonite Plus Kerbal Alarm Clock* Kerbal Attachment System Kerbal Inventory System Mk4 Spaceplane System Modular Rocket Systems Module Manager* Near Future Construction Near Future Electrical Near Future Propulsion Near Future Solar Near Future Spacecraft Parts RealChute SCANsat Sounding Rockets SpaceY Heavy Lifters Station Science Stockalike Station Parts Stock BugFix Modules* Stock Plus* Taurus HCV Toolbar* Transfer Window Planner* USI Exploration Pack USI Kolonisation Systems USI Life Support USI Survivability Pack VOID* Waypoint Manager* I'll also have some Module Manager configs to improve the interactivity between some of these mods. Mods marked with an asterisk are the ones I'm currently using in what I like to call my stock-ish install, in which I only use informational/utility mods (plus the Banana). (My pattern of what mods I use when a new version of KSP is released is as follows: completely stock while I get used to the new features of the release, then stock-ish once all my utility mods of choice are available, then fully modded once all the parts packs I want to use are all available.) -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
DaPatman replied to stupid_chris's topic in KSP1 Mod Releases
The size selection only shows up if you don't have acces to the Action Groups tab. Once you do (by upgrading the VAB (or SPH)), clicking on that tab and then on the chute will allow you to adjust its size, along with many other of the chute's properties, such as deployment altitude and desired touchdown speed.