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ThreePounds

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Posts posted by ThreePounds

  1. 1 hour ago, The-Doctor said:

    I'd love to know what mods you use, also can I use the flags?

    Oh, that's a rather long list. The most noteworthy are "Unmanned Before Manned", SETI Rebalance, all of Nerteas Mods and GPP.

    Of course you can use the flags! As long as you pay attribution (you tell people I originally made them) and use them non commercially (you don't sell them). I even provide all the source files so you can alter them yourself. You find the link to them in the OP. They are made with Adobe Illustrator but I think even the free alternatives like Inkscape can import *.ai files.

    EDIT: If you want simple text swaps I can do them for you. E.g. you want the name of your agency / program instead of mine.

  2. 2 hours ago, VoltronAWK said:

    I don't know if this is a known bug or not but while in map view or the tracking station sometimes random orbit lines start generating and disappearing. It only happens at angles close to the orbital plane but when you are very zoomed in to the body they go away. I've been able to replicate it without any other mods installed and I can send a screenshot if you would like.

    Welcome to the forums! It's bug that effects the stock game as well but is made all the more apparent by Kopernicus. OPM in particular has nothing to do with this issue. Move along. :)

  3. 41 minutes ago, linuxgurugamer said:

    At the very least, use your computer for permanent storage and sign up with a good offsite backup service .  I use Backblaze, but there are other good services available.

    Interestingly enough, I use github for my KSP save files. Works like a charm.

  4. 3 hours ago, Yakvi said:

    The only downside is that  you'll never get any missions for Niven, since it assumes that the home world is third from the sun.  Excellent in all other respects, though. 

    Do you think that could be fixed? I'm currently digging into the files to find out.

    EDIT: I guess we could hard replace all references to Homeworld() with Gael. There even is a config file for the other destinations, which are called Mercury, Venus, Mars, Phobos, Deimos and Jupiter. I'll look into it.

  5. According to my back of the envelope calculations it will hit the atmosphere at about 35km/s so that is very ... very unlikely. It will be almost completely  vaporized the first two minutes or so. The toughest parts are the casings for the thermoelectric elements and even those will be gone quickly.

  6. 2 minutes ago, Scout1218 said:

    Does anyone know of a replacement for Infernal Robotics?

    Why would you want a replacement?

    Have you seen this post?

    On 05/08/2017 at 2:14 PM, V8jester said:

     

    New official version of KJR works like a charm. I have one of these instruction lists on almost all IR threads. Must not have updated that one all the way :P

    Glad to hear you got everything working.

    1.3 / KJR issues

    List of IR download files to work with KSP 1.3

     

    Remove "Active struts" as well as "strut" Folders" they are currently incompatible with KSP 1.3 - Unless you opt to use the unofficial Recompiled .dll linked below

     

    Steps to install Infernal Robotics

    1) Install Core Download which is the plugin and "core Files" of IR  (No parts are in this download)

    2) Install Parts Pack (Legacy is the original parts, and Rework are the new white parts. You can have both installed if you wish)

    3) Remove folders "IRActiveStruts" and "Struts" as they are currently incompatible

    4) Optional -  If you wish to use the Surface sampler - Install the Surfacesampler.dll linked below into GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins

    5) Optional  - KJR will work with KSP 1.3 and IR 2.0.12 - Linked below

    6) Optional KAS Magnet / Grasper Breaking? Increase "breakForce" under the KAS module in the part cfg to "= 999"

    7) Optional - Unofficial recompile of Active Struts Plugin linked below. Curtesy of Whale_2

     

    Core Download

    Infernal Robotics (Ziw) 2.0.12

    https://github.com/MagicSmokeIndustries/InfernalRobotics/releases

     

    Parts / Plugin

    Legacy Parts (Ziw)

    https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/download/2.0.0/IR-LegacyParts.zip

    IR Rework Parts (Zodiusinfuser) - See Active Struts notes above

    https://mega.nz/#!rdlHkLAJ!ZizDvd8s7zCIG529FtO8b7wM0avJ8yC3pldIaf6BGFw 

    Surface Sampler dll (DMagic) - Place into "MagicSmokeIndustries/Parts/Rework_Utility/Plugins"

    https://github.com/MagicSmokeIndustries/IR-Surface-Sampler/tree/master/GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins

    Active Struts Plugin Unofficial Recompile (Whale_2)

    https://github.com/whale2/Active-Struts/releases/tag/1.1.0-1

     

    Utility

    Thread Link For IR Sequencer (Ziw) 

    Kerbal Joint Reinforcement

    Official GitHub Repository (Ferram4) - https://github.com/ferram4/Kerbal-Joint-Reinforcement/releases

     

    Please feel free to repost / update this list every so often to help a lot of the new comers

     

  7. In case you haven't see it, yet: this video was produced by JPL to commemorate the final days of Cassini. While some artistic license was used, I think it turned out great. It's definitely an emotional experience for me.

    If you're interested in detailed information about the Cassini mission. Here three public talks / lectures featuring Dr. Linda Spilker.

    Cassini: Epic Journey at Saturn (live public talk)

    Preview Cassini's Grand Finale

    Going out in a Blaze of Glory: Cassini Science Highlights and Grand Finale (public talk)

     

  8. 3 hours ago, Sigor said:

    Thanks! Reinstalling helped.

    @Jacke I was just too lazy to care. I know about all those readmes and licenses that overlap and cause problems but they haven't given me issues until now so... I just ignored them :P

    I think it more has to do with the fact that

    • don't put random files into /GameData/ ... while it may not cause any obvious problems you can get some pretty nasty bugs this way. Module Manager reads the folder names there so in your case will think that you have installed a mod called "mod zips." There is no such mod but imagine there was. Store them somewhere else.
    • You have two different versions of Module Manager installed - one of them twice. I think Module Manager is built to detect this and disable itself but it's just not good practise.
    • Those ReadMe and Licence files are benign mostly but, again, it's just not good practise. At the least it confuses people who look at your /GameData/ folder. Don't unpack them. Only unpack the stuff found in the /GameData/ folders of *.zip containers or have the name of the mod.
    • I can't judge if there was anything wrong with the GPP folder. At least not from this screenshot alone.

    :)

  9. 5 minutes ago, Laie said:

    I wasn't even aware such a thing exists. Alas, that's not an option but a difficulty setting you may check on the start of a new (Career|Sandbox|Science) game. In order to change it at a later time one has to edit the savegame.

    This is not the answer I was looking for (I expect it's due to some arcane side effects of rerooting when two vessels are merged). But at least it's a workaround that allows me to keep going. Thank you very much.

    Like I said, I usually have the same problem when docking my tanker vessels to my stations. I usually have to toggle the crossfeed on all parts (docking ports mostly) before I can transfer the fuel. Try assembling it in the VAB and turn on the fuel delivery overlay (action menu on an engine or fuel tank) - you might need advanced tweakables turned on for this - and check if it goes across.

    Also, you can reach the options by pressing ESC > Settings > Difficulty Options. It's on the second page. No save file editing necessary. :)

    Y3Oo9w0.png

  10. Awesome! Keep us posted about your progress and tell us if you run into any issues. There is a lot to learn about KSP and hopefully it'll open your eyes to a new host of interests and fields of science and engineering you had no idea even existed. The forums are full of resources, guides and tricks so be sure to search around and you'll fin plenty to keep you going. :)

  11. We are working on localizing the game to further languages, specifically German, French, Italian, and Brazilian Portuguese.

    Squad just announced that they are working on more localization. Therefore, I will put my contribution to a halt. Judging from the decent quality of their existing offerings, I believe they'll be doing a better job than I and it's too much work for me to justify when the official translation might be coming out a few months after I finish this.

  12. 13 minutes ago, JPLRepo said:

    That's intended because it had issues, so it's a bug fix, not a feature removal.
    As for not creating man nodes with a probe core with no signal, unless your vessel has a manned pod as well then that is also intended...

    It has a manned part with a Scientist in it. But the control locked probe core makes it so that maneuver nodes can't be created. The work around was using EVA but that's going away. :)

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