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Ninjatsu

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Everything posted by Ninjatsu

  1. Enjoying this story. Nice to flesh out the background. More Desperation Required!
  2. Nice challenge. Just trying to get the understanding of scoring down : Obviously the lower your score the better. So with Alarm Clock = I don't need a slide rule (3) And No Alarm Clock = Purist (5) Tiers? Is it when you unlock your first Tier 4 SCIENCE! node you get the Tier 4 reward of (3). Or do you have to unlock all tier 4 SCIENCE! nodes to achieve the (3). Or is it that you have to complete the challenge of "With no more than two Tier 4 nodes unlocked, achieve a stable orbit and on a single launch transmit all Tier 3 orbital science for at least two biomes.". Hmm, just wondering what happens if you do manage a challenge in the tier before? Like Biome Hunter II, what if I stay on Tier 3 and complete that challenge? Going to restart my BTSM career for this. Just as soon as the D3 anniversary buff is finished.
  3. Hi xEvilReeperx, Thanks for this mod, makes it much more intuitive "when" to do science. I have added it to all of my ksp's's's and its working great in all of them. There is a slight altercation with the BTSM mod though. Your science program works well with it except for the locations FlowerChild has adjusted height/time requirements for the science experiments. Instances : 1) 0~10k on Kerbin in BTSM is a no science area. ScienceAlert pops up and gives the different sciences to test, using them opens the science dialogue but due to the restrictions in game that area gives 0 science as expected. What keeps happening is that even though I do the experiments through ScienceAlert it keeps asking to redo the same experiment as it possibly thinks there is data + science to gather. 2) Using the surface mapping device requires 1 hour for the experiment, if I use ScienceAlert it bypasses the 1 hour and gives the science. 3) When flying using a manned pod but the Kerbals have died due to lack of life support or power, ScienceAlert will bypass the dead kerbal and grant science even though there is no probe or an alive kerbal in the pod. These are just slight issues and that's with a mod that alters science alot. This is still a very valuable mod to have for BTSM and I will continue to use it even in its current state. Just letting you know what does happen between the mods, if you are able to and would like to fix it I would be extatic.
  4. Are you say....looking at Kerbin and making the rocket point towards it and then burn? Try not to do that, rather use the navball on the bottom middle of the screen. Check out both the recommended guides from brooklyn666 and 5thHorseman. After the tutorials try getting into an orbit (blue ring around Kerbin) then stop burning, doesnt have to be circular any type of oval will do. Press F5 to do a quicksave. From here now you can experiment with how the navball and orbits work. Navball Basics : 1)Look at the ball, shift your craft around the ball so you see the 2 different green reticles. The green reticle that has horizontal and vertical lines means your current travel direction, the other reticle with the diagonal lines is opposite of your current travel (So pointing at the diagonal and burning until your m/s reaches 0 means you will be going nowhere until gravity pulls you again). 2)Solar Map view, click on a planet/moon (not the current SoI planet, so if you around Kerbin you can't target Kerbin) set as target. Shift around the navball again, 2 new reticles in pink. (Brainfade...Not 100% sure from here lol) Circle and dot is the current direction of planet/moon, with the other pink reticle being the direction away from the planet/moon. 3)Click on the blue orbit ring, set up a new manoeuvre node. A circle with X/Y/Z Reticles pops up (hey these look familiar!). The green reticles mean forwards and backwards as they did on the navball. The Purple/Pink ones are slightly different, these are used to move yourself vertically upwards or downwards. The last 2 blue reticles are there to shift your orbit slightly like a hoola-hoop, basically these try to keep the same circle/oval but try to shift it around you (gravity from planets/moons will alter your circle/oval, these are best for adjustments to vessels before getting close to docking). Right clicking will allow you to either delete the manoeuvre node or tell it to wait a full orbit and do the manoeuvre during the next orbit (well 2 buttons, add an orbit or minus an orbit). Holding the mouse delicately over 1 of the reticles and either dragging or scrolling will start to shift the amount of velocity/burn you want in that direction, this will slowly start adding an altered orbit in orange that shows what will happen if you correctly burn for the manoeuvre node. 4)Click on the m/s above the navball. There are 3 settings, Orbit - Surface - Target. Changing these will track your speed relative to the object being tracked, and will also change the green reticles based on what is targeted. (Targeting the Mun, then setting navball to target will display the m/s deifference between you and the Mun. Aiming at the diagonal green reticle and burning to 0m/s will have you moving at the same speed as the moon in the same direction. It will slowly change as gravity pulls you back. This is used heavily for rendezvous and docking). Now that you have a quicksave to mess with, and a bit of jargon above you should be able to start messing with manouver nodes a bit and get a bit of understanding of which directions to burn. Using your eyes and looking at the rocket and its direction is a bad habit, I still do it and I still get my directions wrong. Use the ball, be the ball, become one with the ball.
  5. Hi everyone, thanks for putting together this great mod idea. Just need a little help to install it. I have downloaded pretty much every single link on the first page plus an extra or 2 on some of the sub pages. After putting most stuff together I have a few files I don't know what to do with, if you know where these are supposed to go please let me know : 1)RPL_V18c_0_23Hotfix (RPL_Tweak_Pack) : This extracts and looks like I just paste into gamedata except that the folders are trying to say something!? Do the cfg files need to be copied out and into RealismOverhaul folder? Parts? Plugins? Tweaks? Not sure what to do with the majority of the files. 2)InfernalRoboticsSRC0.12 : This is a bunch of .cs files, doesn't look like a normal copy to GameData mod? 3)RT2_RO.cfg by brooklyn666. I have the cfg file, does this go into RealismOverhaul folder or the RPL_Tweak_Pack/RT2_Settings_Files(DeleteOnceMoved)? Or somewhere altogether different? Seems to be about it, thats what I have left to merge into the realism pack that I will copy into a new KSP.
  6. Hi everyone, Just got this game a few days ago. Really awesome! I have achieved Minmus & Mun, thanks to Scott. Docking!! I managed 1, about my 5th try after wasting so much monopropellant and electricity. Stumbled upon the mods section...oh boy do I need some help...Please!! So I know the basics of most stuff goes straight into the GameData folder. So I want to make a Realistic version and found this : http://forum.kerbalspaceprogram.com/threads/59207-0-23-Realism-Overhaul-ROv3-Modlist-for-RSS-1-10-14 (also found the BTSM Mod and will split both into seperate games) I have gone and downloaded pretty much every single link on that page plus an extra or 2 on some of the sub pages. After putting most stuff together I have a few files I don't know what to do with, if you know where these are supposed to go please let me know : 1)RPL_V18c_0_23Hotfix (RPL_Tweak_Pack) : This extracts and looks like I just paste into gamedata except that the folders are trying to say something!? Do the cfg files need to be copied out and into RealismOverhaul folder? Parts? Plugins? Tweaks? 2)InfernalRoboticsSRC0.12 : This is a bunch of .cs files, doesn't look like a normal copy to GameData mod? 3)RT2_RO.cfg by brooklyn666. I have the cfg file, does this go into RealismOverhaul folder or the RPL_Tweak_Pack/RT2_Settings_Files(DeleteOnceMoved)? Or somewhere altogether different? Seems to be about it, thats what I have left to merge into the realism pack that I will copy into a new KSP. So far the majority of my ksp time is spent figuring out my rockets can't get to space.... so I add a couple more rockets and fuel...still cant, add some more boosters...still can't....asparagus staging does the trick for now but tends to spin alot. Note that I haven't figured out how to use the dV numbers and calculations just yet, sort of getting the idea, so all my rockets need to be physically tested for minutes until they just don't make LKO...
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