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Everything posted by CaptainPanda
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
CaptainPanda replied to Athlonic's topic in KSP1 Mod Releases
Hi all, I'm trying to run Chatterer on 1.12.3, and I'm not seeing the plugin button in the flight screen, and I'm not hearing anything either.- 751 replies
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I've had it happen multiple times on different vessels, although it's a little sporadic; sometimes it happens, sometimes it doesn't. I've had it as a persistent problem, though, with my Mun station. Every time I dock the final piece, it locks up, and I have to close the game to fix it. Re-opening the game brings me back to the previous save. I'm running 1.4.3. Some of the mods I'm running have some minor compatibility issues, but I've been running the same ones for a while, now, and everything's been fine. I tried to install Kethane a few days ago, but I got an error message that said it wouldn't work, so I removed it pretty quickly; I didn't even get into playing the game, just the menu screen. Nothing else that's jumping out at me. The game's running pretty smooth, otherwise. Thanks for the help! I got the image to work, too!
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Hi, everyone, I'm having an issue that just started recently - when I switch vessels in the map view or the 'next vessel button,' or after docking two vessels, sometimes the game will lock and prevent me from doing anything. The game will be running, meaning the vessels will still be moving in their orbits or trajectories at their previous speed, but I can't adjust the throttle, or control the vessel, or even switch back to another vessel or even back to KSC. Anyone have any idea right off what might be causing this? I have quite a few mods running, but I've never seen this before. EDIT: GameData Folder
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CaptainPanda replied to Pak's topic in KSP1 Mod Releases
Hi, I'm having an issue with the SRB plumes and the solid fuel itself: the plumes are always on (so it looks like the engines are always running) and the SRB's never completely run out of solid fuel. It's hard to tell when it's time to separate, and the motors are still running when I do, so it's causing some damage to the orbiter as it speeds away. Any suggestions for a fix?- 2,351 replies
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
CaptainPanda replied to Angelo Kerman's topic in KSP1 Mod Releases
I tried that, but I think I might be doing something wrong. Do the .cfg files need to be in a folder in the GameData folder? Do they absolutely need to be copied, or can the .cfg files be saved directly to the folder? -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
CaptainPanda replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm having an issue with Heisenberg parts interacting with Tweakscale; the size slider isn't showing up on the airship parts. Do I need a new config patch to make this work? -
Good for you. For @RW-1 and myself, it doesn't work.
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I've tried both; neither works.
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Best entry angle for shuttles?
CaptainPanda replied to CaptainPanda's topic in KSP1 Gameplay Questions and Tutorials
90o AoA seems a bit steep, though. I know the space shuttle had a 40o AoA through reentry, which is what I'm aiming for so that I can avoid spinning out of control. Is a higher AoA really better? -
I posted this in the mod's forum a month ago, but it looks like that forum might be dead, so I figured I'd ask here, too. I'm using the Canadarm mod, along with KAS/KIS. The Canadarm 'End Effector' part has an integrated magnet, supposedly, but I haven't been able to get it to work. It does, however, have its own dedicated Grapple Port that I can attach to a payload to grab it with the Canadarm. I'm assuming that it works like a tiny docking port, but once I have the Canadarm attached to the payload, I can't get it to let go again. There's no option that comes up to 'Undock Node' or 'Decouple Node' like I get with the stock docking ports. Is this something that I can fix in the .cfg file, or is there something else I can do to troubleshoot the issue?
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Best entry angle for shuttles?
CaptainPanda replied to CaptainPanda's topic in KSP1 Gameplay Questions and Tutorials
So, using those landmarks as guidelines, is there a good general rule of thumb as to where to begin a deorbit burn, and where to aim the flight path's intersection with the ground? @invision, does this guide account for lift from spaceplane wings? Are the guidelines pretty much the same? -
Splashdowns are easy. Landings are hard. I usually wind up coming in too steep too late, or come in too shallow and go through a long reentry where I don't lose altitude fast enough. Either way, I usually wind up overshooting the runway at KSC and ending up in the drink (or the island runway, if I'm really lucky). Can anyone advise me on the best reentry path for 'aircraft' style shuttles from an orbit of about 100 km to land on the runway at KSC?
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[1.12.2] BARIS - Building A Rocket Isn't Simple
CaptainPanda replied to Angelo Kerman's topic in KSP1 Mod Releases
How does this system compare to the DangIt! mod?- 571 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CaptainPanda replied to Pak's topic in KSP1 Mod Releases
Right on, that was exactly it! I had locked the control surfaces, but I didn't realize that I could lock out the directional gyros on the engine gimbals, and that was causing the instability. Well done!- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
CaptainPanda replied to Pak's topic in KSP1 Mod Releases
Hey, so I've got another question for you guys: I've built a fairly accurate shuttle clone with the Cormorant parts, and for the most part, things are working great. However, I'm getting a weird yaw/roll oscillation during launch, where the orbiter, tank and boosters will start to wobble back and forth just before my gravity turn at 100 m/s. It doesn't really affect the launch too much, but it can tend to screw with my orbit inclination a bit, setting it off the 90o where I would like it to be. Anyone have any idea what's happening, or any way to fix it?- 2,351 replies
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The Apollo Grand Tour The History: In July of 1969, Project Apollo became the first manned space program to land a human being on the Moon; Neil Armstrong and Buzz Aldrin landed the lunar module Eagle at the Sea of Tranquility. Their momentous achievement was followed by five other successful landings, culminating with the landing of Apollo 17 in December of 1972. In all, six missions landed upon the surface of the Moon, and only 12 human beings have ever walked upon it. The Challenge: Plant a flag at each of the six sets of coordinates upon the Mun (with minimal deviation) that correspond to the six Apollo landing sites: Apollo 11: Sea of Tranquility - 0o 42' 6" N, 22o 44' 45" E Apollo 12: Ocean of Storms - 3o 0' 44" S, 23o 25' 17" W Apollo 14: Fra Mauro Highlands - 3o 38' 43" S, 17o 28' 17" W Apollo 15: Hadley Rille/Appenine Mountains - 26o 7' 56" N, 3o 38' 2" E Apollo 16: Descartes Highlands - 8o 58' 23" S, 15o 30' 0" E Apollo 17: Taurus-Littrow Valley - 20o 11' 27" N, 30o 46' 18" E The Rules: Like Project Apollo, each landing must be completed by its own mission. Stock and modded installs are allowed. MechJeb is allowed to locate your target landing site, but all landings must be done manually. Each lander must carry 2 Kerbals, and both must set foot upon the surface of the Mun, for a total of 12. All missions must return safely to Kerbin. The Gold Standard Tour (Bonus Challenges): Complete all of the following to complete the Gold Standard Tour: 1: Use a FASA, BlueDog or KW Rocketry Apollo-Saturn V to complete each mission. 2: Leave an ALSEP package on the surface at each landing site. 3: Build or bring a rover to the landing sites of Apollo 15, 16 and 17 'We choose to go to the moon!' - John F. Kennedy GOOD LUCK, AND GODSPEED Also, if anyone would be willing to create patches for the Grand Tour and the Gold Standard Tour, I would be most appreciative.
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So, I was looking through the PDF Manual, and it looks like some of the build instructions are a little outdated (the Viklun rocket in the manual calls for 'Brun' fuel tanks, for example, but I don't think there are any 'Brun' fuel tanks in the parts list) and some of them seem to be forgetting to point out some of the parts. Is there an updated version of the manual floating around?
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I'm trying to add hangar space to a Heisenberg Airships carrier. They fit well within the hangar deck pieces, and I'm not certain what else I could use to store planes.
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I'm having an issue with the green/orange hangar parts. I'm trying to attach them to a deck plate, but the node to attach them in place seems to be on the top of the part instead of the bottom, so the part attaches upside down. I flip the part over and line it up with the deck, but the part resets itself when I unload the craft, flipping back upside down, and making it impossible to launch any vessels from them.
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