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KSP2 Release Notes
Everything posted by sreinmann
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How important is it to have a Face count of less than 256? I've seen that number tossed about in a few tutorial videos without a super clear explanation.
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Bringing only one mesh into uv image edit
sreinmann replied to sreinmann's topic in KSP1 Modelling and Texturing Discussion
HA! That got it Thanks Cpt. If you can't tell, this is my very first foray into 3d modeling so yeah, get ready for a lot of misused terminology. -
I'm using blender 2.71 and have built a part using several mesh shapes. I'm having difficulty exporting the whole part using the UV image edit tool. I can unwrap one mesh create my texture but I can only seem to be able to commit to map one part or one mesh of my entire part at a time. What might I have missed.
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Thanks Taki and Aether! I'd totally forgotten RTGs since I haven't unlocked them yet in this career save. DUH! Also, thanks cause I now have a whole list of source material for my fall reading list! Awesome subject that you've illuminated for me. Another thought might be to try and establish a largely elliptical orbit, um shoot Fine Print is always asking for it, anyhow, where the craft would spend lots of time in the umbra while still orbiting Kerbin. A really LKO PE and really high AP. Hmm that may only allow safe near-Kerbal viewing paths for a couple months of the year though. Might be better sending the craft almost to he edge of the sphere of influence where the low velocity would maximize the time in the dark. Ugh, now I'm wondering if the umbra is conical and there's a diminishing return. I love this game!! Assemble the test craft!
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As RT2 is being updated again and this is a definite possibility (until they integrate the slim core themselves) could you explain where I'd save this separate file and what name I should give it? Sorry, this is the first time I would do this kind of path and I'd like I learn how it's done properly (meaning I've certainly adjusted configs, KAS for instance but not I this manner).
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In the "Could this work" in-box; If I could somehow position my telescope satellite so that it were perpetually within the Umbra zone (the area of total eclipse cast by a celestial body), would this effectively avoid the risk of solar burnout? Of course those of you who are now typing "sure, why not" will save your time by appreciating that I have only the slightest idea of what orbital mechanic would be necessary to position said satellite in said Kerbal orbit. And the rest of you who are wondering how I would then power such a craft without the Interstellar mod's beamed power or nuclear generators, will be happy to hear that I do not have Interstellar, and while I do have TAC and Universal Storage I haven't the slightest idea if their generators can power CACTEYE. Ugh, time to burn though some of that excess contract cash I got laying around. If only NASA had that for a problem. Ugh,
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
sreinmann replied to KospY's topic in KSP1 Mod Releases
I've said it before and don't mind saying it again, KAS opened KSP for me. Thank you to everyone who patched it from 23.5 to 24 and Kospy for your timely return! -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
sreinmann replied to ethernet's topic in KSP1 Mod Releases
Hard to say that its impossible David as others (including me) are doing it successfully. Now I don't know what all you have going and on what system, but I can tell you that, while I originally thought as you are of putting all the experiments on the station at once, I can now see the value of only putting one experiment at a time at the station. The cyclotron/power/crew/kibble requirements of each individual experiment kind of necessitate running them individually anyhow as the mod author indicates in several instructions/posts. Yes that means more launches and more visits and more work in each science sphere. And more exciting visits. More launches. EVAs. Docking. More chances for success and failure. BTW. I'm 32bit with TAC/NEAR/Orbital Science/RemoteTech/Universal Storage/KAS and a bunch of helper mods a total of 28. I'm not running any beautification, and I'm not using ATM. No crashes due to this mod for me. Again, that's not a slight to your install. Just hoping to let you know that it is working for some of us with a slightly different approach. -
Flags mostly get in my way now that I have satellites that tell me where biomes are. In map mode I'm forever turning them off so that I can see/select my space/air craft as they cruise 'round a body. I also see that flags are counted "flights" in the save game loading screen. My question therefore becomes, aside from the sense of accomplishment they provide ... Do flags hinder performance of the game? Do you wipe them out once you've finished with the mun/minmus/kerbin/anomaly visits? Also, maybe this belongs on a separate post but, is there a way to hide them or rather prevent you from seeing them through a body in map mode?
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sreinmann replied to TaranisElsu's topic in KSP1 Mod Releases
I always like spreadsheets Marcelo! PM me if you like. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
sreinmann replied to ethernet's topic in KSP1 Mod Releases
Great news, thanks for all your time supporting this excellent mod Ethernet! -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sreinmann replied to TaranisElsu's topic in KSP1 Mod Releases
I haven't come up with a reasonable search yet, so I was hoping that someone had a secret link to a tutorial for TAC? Specifically using and planning the use of recyclers on long duration missions. I've been using TAC since .23 and it is awesome, but thus fare I'm just lofting full life support (and now waste) parts, and I think/hope I could be doing things better if I'd include recyclers instead of life support. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
sreinmann replied to ethernet's topic in KSP1 Mod Releases
First, a comment regarding TAC; I am using TAC and not running into any issues with my gathering science. Check the pic of my station on Page 48 and you'll note that I sent up 8 battery cells at the base of my solar trusses to keep my station happily powered throughout its Kerbin Orbit. No worries. Second, a question regarding contracts on other celestial bodies? Is it necessary to build another whole station around mun and minmus (for instance) to complete contracts for those locations? Or can I just move my Kerbin station? Assuming that I have enough time on my contract term to complete the science requirements - and max the basic science available for low and high orbits - of course. I'm hoping I can move it, since the science mode (part that does the experiment) is the required component that needs to be newly launched. -
Are you running 64 or 32bit? Had you installed the patch after installing the base mod? I was trying out 64bit and had a similar experience (control-but when I tried to transmit data, "No Comms Detected.." message). Perhaps it was a bad install, perhaps it was early in the patch development, but I reverted to .24.2 32bit and I'm working fine now.
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
sreinmann replied to Arsonide's topic in KSP1 Mod Releases
A question regarding the .57b known issue of active contracts resetting; I had two contracts in flight when I patched and while I see them in my active contract list, I no longer see the projected orbit (as in the orbit necessary to complete the contract). This is true in neither the Tracking Station nor the Map mode. I see a possible bug contract of a 940km orbit around minmus (possible since I don't see it as an available contract in the admin building. Should I expect the paths to appear after a few kerbin days? As suggested, or are these contracts now lostish and is should kill them via the Debug Toolbar? -
So a minor bug for us with Remote Tech should be aware of. The Slim probe body acts as a local control with or without communication to your satellite network. Not a big deal, but for some realism guys...
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
sreinmann replied to Arsonide's topic in KSP1 Mod Releases
I'm currently running .55a (worried about upgrading since I have two contracts active and I don't want to cheat them complete or lose them - if that's a possibility), and I have my first two orbit contracts that I'm working toward. The craft are as matched as I can see them by the naked eye. I haven't tried all the back and forth steps to neutralized controls yet, but how do I know if I am within the 5% / 3% orbit requirements? The contracts don't specify the PE, AP, inclination, eccentricities for me to reference via EngineerRedux so I'm at a bit of a loss. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
sreinmann replied to stupid_chris's topic in KSP1 Mod Releases
Ugh, I always feel silly asking questions on page 216, but here goes - and yes, links are acceptable if this has been answered already and google and I happened to miss it. Does the editor allow me to set up chutes to deploy automatically? For instance, if the crew dies or if the probe lost comm (remotetech in use), the chutes still deploy anyway. Also think boosters (so long as its within the 2.5km debris limit)? If I set a mk16 as a drogue, and want it to deploy at 2500m, will it do so simply by changing those two values? Or will I still need to activate the part through staging? IF it will deploy, do I also need to worry about the wanted speed at target alt and target alt? -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
sreinmann replied to ethernet's topic in KSP1 Mod Releases
Ahhh, well yeah. Duh. Okay I guess I thought it would begin generating stuff while it waited. Hmm So another question; single use you say? Does that mean that I can't Eva and download/store the data once the experiment is complete? No transmitting? No reuse for a future contract? -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
sreinmann replied to ethernet's topic in KSP1 Mod Releases
I hesitate to call this a bug, probably its a chair-to-keyboard-error. I'm on .24.2 in 32bit mode. Installed mods are Station Science DMMagic Orbital Science CactEye EnginnerRedux FinePrint KAS KAC NEAR Orbital Material Science Lab Remote Tech TAC My first station is in orbit of 249km around Kerbin. I wish I could post a pic but I got is a link to my googledrive I guess. https://drive.google.com/file/d/0B_YMgHAEuE1jLXF0ZmRHOU4waXc/edit?usp=sharing Anyhow, I have a Science Lab with 4 on board. Status is Operational Eurekas are No Experiments. Pausing and unpausing research doesn't change anything. I have 12 gigantor solar arrays extended and about 11k electrical charge. In addition I have a Cyclotron, again kuarqs reads No Experiments if I unpause research. What am I missing? -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
sreinmann replied to Arsonide's topic in KSP1 Mod Releases
On orbital contracts where the statement is "... build a satellite to our specifications and deploy it ..." and "Launch a new unmanned probe that has ..." does that mean that the entire flight must be unmanned? Or may the satellite be brought to space in a manned space plane for instance and launched once the orbit is achieved. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sreinmann replied to TaranisElsu's topic in KSP1 Mod Releases
Oh, thanks Crater. That explains it. And yes, the status panel does translate it for me. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sreinmann replied to TaranisElsu's topic in KSP1 Mod Releases
Ugh, I've looked but haven't found it, sorry in advance. Can someone tell me how to change the displayed "Amounts." On a previous install (.23.5) I had it set to show amounts as Days available. Now I see amounts as a volume quantity Food = 6.8, O2 = 2221.8, H20 = 13.