David H
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Everything posted by David H
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https://imgur.com/a/m8qBf#0
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KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
David H replied to KasperVld's topic in KSP1 Discussion
Upgrade the tracking center. -
How do you report a crash?
David H replied to David H's topic in KSP1 Technical Support (PC, modded installs)
I saw that. It shows about reporting bugs. What part is for reporting a crash. -
Where is the short simple step by step guide to reporting a crash? Have mod installed but was using stock parts. Reverting to launch and....
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KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
David H replied to KasperVld's topic in KSP1 Discussion
With this update. Need to change the research around. Need to be able to unlock plane engines sooner if not 1st. Also some tweaking on the contracts. I am running out of cash before being able to get into orbit. The "test this part." The cash rewards are barely able to support the building of the vehicle. Once I found the fly here was a good source of cash. Although I don't have any plane engines. So I had to use unlimited fuel. Had plenty of science though. In addition. Wheels need to be unlocked SOONER. ***** Edit. Tweaking on contracts. I'm already getting contracts to explore the mun. Land an outpost on the mun. Getting me thinking, with the right parts and flight path I could make it there. Would be possible. However. I have researched a lot of parts just not enough cash to unlock them. Also can't build them due to vab not being able to build that many parts. -
Final Frontier not giving ribbons
David H replied to David H's topic in KSP1 Technical Support (PC, modded installs)
It worked. I wonder how many others haven't been working because of things like this. -
http://www.npr.org/2014/11/08/362588083/in-space-no-one-can-hear-you-sample https://soundcloud.com/nasa
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
David H replied to Nereid's topic in KSP1 Mod Releases
I haven't had this work since .24. I had this in earlier versions. When I recover a vessel and back to space center. The frontier window shows up. Stating No new ribbons. Or something like that. There's no info when going through my kerbals in pilot center. -
multiple physics bubbles
David H replied to Capt Snuggler's topic in KSP1 Suggestions & Development Discussion
Is this why when running most games on my 7 core computer it runs most over 3gb. Even some of the older games. That were made before duel core was possible. Then about every 10-15 mins. My screen freezes. Should I force the game to only use 1 core. If so. I fogot how to do that. Help appreciated. My older 4 core 4gb ram yr old laptop out performs this new 3 month old 7 core high end video card 12 GB of ram all the bells and whistles and still junk. -
Automated notepad. When you enter a biome and perform a science experiment as such as log atmospheric pressure. It will take down the information on the notepad. And tell you the limits of the biome such as low medium high pressure sub orbital low medium high orbit. Ie low 0-?? Med ??-?? High ??-70,000 Later you can when your ready for next experiment or going back for more. You know exactly how high to go. Instead of spamming and resetting until you find it. As far as goo temp science Jr and others. It could give factual info. Would actually teach people about space and the planets in our solar system. For the easter eggs. Could have their own biome. It could automatically collected. It could have a bit of history like Apollo landing site.
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I like the mod idea but not for all ships. Such as a station. With the money in career. O want to try and recover everything I can. However say a mapping satellite in a 90° inclination. I gave it just enough fuel to get into orbit.(cost efficiency) I end up running out of fuel to bring it back. Sending a ship up to try and push it back would cost more than just leaving it up there. Along with trying to push a ship is difficult. For other items. My station has a return vessel. That's its sole job. Send a new kerbal up. Bring others down. Occasional a new part goes up. I also take up extra chutes attached as I know I'm bringing some extra weight down. My landers n things stay up and get cleaned out for next mission. So for the mod. Make a new part. When attached to a ship. Only that ship will have orbital decay. Won't work. You can't change ships while in atmosphere. As far as others saying to just end mission. That defeates the purpose of orbital decay "realism"
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What about changing the amount of fuel in each tank as well. Example The small tank holds 5 tons of fuel. Medium holds 11.5 tons. Large hold 25 tons. Its cheaper easier to build ship and put together a few small tanks than it is to bring in one large oversize tank. Would also change the way you design. 2 small tank (or currently 1 medium) gets you just shy of orbit and a rendezvous of station. Add another small and now you have to much leftover. Also I designed my ship to carry X number of tons. Adding 5 more tons would require another booster/fuel tank and engine. If changed 1 medium would get me up rendezvous and just enough to deorbit the case. This would justify opening small tanks 1st. Leave the cost as is. With new technology tanks become thinner lighter larger and cheaper to build.
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I put lights on just about every part. Always facing a docking port. Sometimes in a random spot for longer items. Then when you bring them together you realize you put to many or to little. I've been using the wide angle near docking ports to minimize some light. Also would like to see what different colors look like before spending all that time getting items up there just to realize it won't work. Light switch turn vab lights off and all lights placed on. Then you can still turn each one on and off individualyb
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It allows people to upload directly to steam. As a person looking to download. You can of open an item from steam website or the steam program. Read what its about. If you like it. Click subscribe. Done. Steam does all the rest. Its downloaded into all the appropriate folders. No need to go to other websites and do all that's done now.
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Now-defunct-thread-that-should-not-appear-in-google-search.
David H replied to Cilph's topic in KSP1 Mod Releases
Ok. So I searched within remote tech folder for all .cfg files. Deleted them all but the RemoteTech_Antennas.cfg Right click on file. Open with notepad. Copied all of your code. In file. CTRL A to select all. Then CRTL V to paste. Closed and saved. Reopened KSP. Thanks. It worked. -
Now-defunct-thread-that-should-not-appear-in-google-search.
David H replied to Cilph's topic in KSP1 Mod Releases
So what part do I copy over what? The stuff on previous page onto the cfg file. How exactly do I do that. I can't even open the cfg file. It want to search the internet for the right program. I can follow instructions. As long a your literal with every step. Details help. -
Now-defunct-thread-that-should-not-appear-in-google-search.
David H replied to Cilph's topic in KSP1 Mod Releases
What features are those. Step1 Remove all the cfg? Step2? I'm not a programmer. I can copy and paste. So do I copy and paste the code over or delete and make a new one. If I have to make a new one. I'm not even going to bother. Bad part is. I already have a ship with one of the antennas. So either I delete the whole thing and loose the ship or I just play with antennas not working. -
Now-defunct-thread-that-should-not-appear-in-google-search.
David H replied to Cilph's topic in KSP1 Mod Releases
Is there a way to get just the parts. I thought if I removed the dll. It would work the same as the normal game. The parts are still there however it locks the antennas and you can't transmit anything. -
Wheres the probe pod? I'm able to control any part of this even though theres no probe. Still. Evenly balanced. Got it to hover on kerbin. Just couldn't land safely. Now have to figure how to get the tanks and all the other parts up there. Then theres the issue of landing the tanks, experiments, modules and all that other stuff. I found the probe. Nicely hidden underneath.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
David H replied to Majiir's topic in KSP1 Mod Releases
Is the scanning supposed to keep going while not using that active vehicle? Theoretically it should. Mine does not. I have to keep that vehicle active until its done. Takes forever as you can only scan 1 hex at a time. I keep it low but run out of power. http://steamcommunity.com/profiles/76561198032591725/screenshots/ -
Does this take place of crew manifest. If so I downloaded someone elses mod. I didn't know at 1st but they had an older version of the toolbar in their folder. I then removed it and got the updated toolbar (which I had previously. After I was having issues with the show active icons selection. It showed ??? Crew manifest. and all the rest So I thought I needed to redo crew manifest. I then redid the crew manifest from http://kerbalspaceprogram.com/18-1-kerbal-crew-manifest/. Now I see. http://imgur.com/a/m8qBf#0 1st one. The icon is in its own toolbar and I get and option when left click. 2nd Where is the icon.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
David H replied to sirkut's topic in KSP1 Mod Releases
I can open the internet but you want me to make sure its working correctly too. What kind of world is this. I thought this was the world where I pay or support something. It better work. I paid for something else. You better not be messing up that. You programed it. You want me to get it. Support your product. Shouldn't you make sure your section works right. You don't see the auto salesperson swapping out parts that you don't know about. They will let you know that you do need a part swapped out in order to keep running the car safely. Thats all they do. Tell you about it and point you to an authorized repair shop. There not going to drive your car down to the shop for you. Not picking on sirkut directly. Your not the only doing it. Also I'm not the only one stating this. I've seen someone else mention it.