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Mister Spock

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Everything posted by Mister Spock

  1. Oh! Are you sure? I definitely had a Remote Tech 2 antenna stop working, and it was highlighted in red. I sent a Kerbil up to rendez-vous with the ship and repair it, in fact, using your spare parts from the probe core. It was quite fun. (And scary: at the time I didn't have the tech for docking ports or the Claw, so I just jumped from one ship to the other.) You *sure* it wasn't you? Here's a picture -- dark, but I think you can see the antenna in question. It is one of the early RemoteTech2 antennas -- the Comms DTS-M1, I think.
  2. Wonderful thread! Really enjoying it. I'm just starting a Karbonite game myself, and I'm wondering what benefit we gain from using ScanSAT to scan for Karbonite, since one can just toggle on "Karbonite hotspots." Is it that scanning will give you a more accurate/detailed map? Can we read the scanned map in-game while flyinr or riding a rover? Anyway, please keep the updates coming.
  3. Yeah, I've spent a fair bit of time combing the 20-30 threads on development of each of the mods I'm using. It does help to avoid mods that are likely to conflict with one another, and to stay up to date. I'm reasonably happy with my crash rate -- I average one per night, usually at the start of my gaming session. I can live with that. One irritation I have with 64-bit is right-clicking. In space, especially, I sometimes have to right-click a half-dozen things to get the right-click menu (or to dismiss it). I thought 24.2 was supposed to address this, but it remains an annoying issue for me. Do others see this? My other concern is stuttering -- I get a stutter every 15 seconds or so. Is this what people mean when they speak of lag? I sure hope it doesn't get worse as I build bigger ships and bases.
  4. Thanks for the replies. I'll try Sandworm's suggestion of coming out of warp early to let the ship stabilize. I'm not using MechJeb, but I am using Kerbal Alarm Clock and KerbalEngineer, among other mods. On this occasion, though, I don't think I used the alarm clock. If I still have an issue, I'll post a picture and more details about the nature of the rotation. Incidentally, the ship did eventually stabilize on its own, after the node, without my intervention. It was just a bit motion-sickness inducing for a bit. Anyway, I'll try it again, this time coming out of time warp earlier.
  5. Thanks, forsaken1111. I'm early in my career, so I don't yet have docking ports (!), but I rather like the idea of mobile supply pods. Fun!
  6. Really enjoying the mod. One question, though. I did my first experiment with the flight computer, just in orbit around Kerbin, as my satellite was about to go out of KSC's range. I set up a maneuver node, oriented the ship toward the blue maneuver-node vector, and pressed EXEC. At the appointed time, the ship did burn its engine, but it also starting rotating very fast. I gather that I should have done something more to keep the ship oriented toward the blue maneuver-node vector. How do I do that? Push KILL before pushing EXEC? Will the KILL command be executed continuously until EXEC kicks in? How and when does KILL take effect? I'm sure this question has come up before, but I couldn't find a clear answer by Googling or searching this thread, so I apologize in advance if my question has been asked and answered. Edit: I'm using 64-bit, the build-47 release candidate of RT2, Windows 7 64-bit, many mods. Thanks.
  7. Sounds good. How does one jettison this life-support stuff, anyway? Just use a decoupler? Sort of a "food stage"?
  8. I'm running these 30 mods in 64-bit, and I'm doing pretty well. I seem to get an early crash once a day -- I suspect its KerbalEngineer, as the output.log often points at that mod, but I'm not sure. After I restart, things seem to run fine. My main concern is that the game hesitates or stutters every 10 seconds. Anything I can do about that? Turn down graphics settings? My rig is quad-core i7 @2.8GHz, 12G RAM, nVidia GTX 580, Win 7 64-bit. I use about 5-6 G of RAM for KSP. Mod list: Toolbar Aviation Lights Community Resource Pack DangIt & Dangit_FAR Deadly Reentry Extraplanetary Launchpads FAR Firespitter KAS Kerbal Engineer Cargo Transportation Solutions ModStatistics NASA Mission Final Frontier Open Resource System PreciseNode Procedural Fairings RealChute RemoteTech2 SCANsat ShipManifest SpacePlane Plus Texture REplacer TAC-Life Support TreeLoader Kerbal Alarm Clock TweakScale Orbital Kolonization Sys/Modular Kolonization Sys Karbonite KSP Interstellar
  9. Loving the mod! I just did my first Kerbal rescue, and this mod added a welcome degree of urgency to the final maneuvers. Plus, the "failure" mod "Dang It" blew out a big battery during the rescue attempt, and I had to fix it to keep my pilot alive. I'm not reloading saved games, so I was quite nervous. Fortunately, it all went smoothly. I have a strategy question. I'm using Deadly Re-entry, and I packed my snacks just below the capsule -- and of course they fried during re-entry. (The capsule itself was fine.) Do people generally jettison/decouple the life support modules before re-entry, or shield them, or what? Not a big deal, but I hate to see all those Doritos get toasted. Maybe I should've packed the raw-meat module instead? Thanks again for a terrific mod.
  10. Haven't updated yet, but I will shortly; I want to finish my current orbital rendez-vous first. Just wanted to mention that I had my first antenna blow out, on an unmanned communications satellite (using Remote Tech 2), after a couple days over Kerbin. Very cool! I put three copies of each antenna on the satellite for redundancy's sake, and now I'm glad I did. What a terrific improvement to gameplay -- making us think about reliability. I do have a couple questions. First, I seem to keep missing the popup messages about failures; are they logged anywhere? The red highlighting is what has notified me, so I guess I'm glad you have it (even though others have asked for a way to toggle that off). Second, I see my broken probe has 50 spare parts in it. But I have to get a (non-stupid) Kerbal there to fix things, yes? So just rendez-vous, EVA, grab a spare part, and right click on the broken part? Finally, does this latest update give us the option to toggle off the options to manually break things? I'm playing a "no-reloads ironman" kind of game, and I live in fear that I'll accidentally click the wrong button. Thanks again for a wonderful mod.
  11. I'm using the latest release candidate in 64-bit KSP, and it's working fine for me so far. Really enjoying it! Just a terrific design. I'm still working on my Kerbin network, and I'm having a blast. Thank you for taking the time to give this to us.
  12. I'm enjoying the mod, and I'll try to post impressions of failure-frequency here. I haven't played enough to form any definite impressions yet, but so far things seem nice. I'm playing a new career mode game, lots of mods (maybe I'll post a modlist later); I've done maybe 30 launches, mostly suborbital, doing contracts and such. During that time, I've had two or three failures. I had one gimbal fail during the first stage of a launch, and I just had a battery fail on a communications satellite (at a rather inopportune time, I might add!). I think you said I need an EVA to repair something on a probe like that, right? So I'll have to send a Kerbal to meet with that satellite and fix it. So far, so good!
  13. OK, thanks. I realized I have an old version of Final Frontier and Engineer, so I will try updating those to address my crashes. Love your plugin!
  14. I have what may be a dumb question: I download 1.7.6 from the link in the original post, and installed. But the Toolbar.dll file, when moused over, says it's file version 1.7.2.0. I redownloaded again to be sure, and it's the same way. Is that as designed? I ask because I'm trying to isolate the cause of some crashes I'm having in 64-bit at various locales in the Space Center. I can upload one or more output.txt's in due course, but first I'd ask a more basic question: have I downloaded the right version of Toolbar?
  15. This mod looks great. Is it feasible to run it along with the Orbital Kolonization System, Modular Kolonization System, Karbonite, and KSP Interstellar? Or are OKS and Station Science best experienced separately?
  16. So is 64-bit working okay with all these mods? I have about 23 mods, and I'm running fine in 32-bit, but there are another half-dozen mods I'd like to install. I've got 12G of system RAM, Win 7 64-bit. Should I be trying 64-bit instead? Last time I tried it, I had some right-click trouble.
  17. Oh, and maybe "Dang It!" But I'm probably pushing my luck with that long list as mods as it is.
  18. Well, here's one way to solve the problem of how to get a rover off a lander: Heh, I cleverly forgot to extend my landing gear, for starters. And I didn't pick the best landing spot: right smack in the middle of a crater sloping downward. Still, I got everything unpacked. I had a fun joyride, but the walls of the crater were almost impassible. I have electric propulsion plus RCS; wish I'd brought ion engines or something. I can probably get over them by firing the rover's RCS fuel, but I have limited fuel, and the rover does not handle airborne travel very well. Still pondering what to do. In the meantime, it's fun to ride around; the car is pretty stable, I'm happy to say. In other news, one of my refuelers established orbit around Eve. The rest of the Eve fleet to follow shortly. In other other news, I started a game of "Better Than Starting Manned," and I had fun with it. (I made a second installation of KSP to accommodate this mod. I wonder if making a second install takes one out of "newb" status.) But I'm really chomping at the bit to try a big ol' heavily-modded game, centered on OKS/MKS/Karbonite/Interstellar, with many bells and whistles. I'm planning to create a third install, tentatively planning the mods listed below. Will this be too many for 32-bit KSP? See anything here that will clash? Orbital Konstruction System/Modular Konstruction System KSP Interstellar Karbonite TAC Life Support Open Resource System TweakScale FAR Deadly Reentry RemoteTech2 KAS SCANsat Cargo Transportation Solutions Infernal Robotics Procedural Fairings Ship Manifest RealChute Parachute Systems Extraplanetary Launchpads Connected Living Space Kerbal Engineer Redux Kerbal Alarm Clock PreciseNode Final Frontier (not essential, but I love it) AviationLights (expendable if I need to cut something)
  19. That's great to hear. OK, I'll try both! Thanks.
  20. Forgive me for asking a question if it's already been answered (though I did search this thread and remain unsure). Can I play RT2 with KSP Interstellar? Or do the two mods model satellite relays in incompatible ways? Thanks in advance.
  21. Well, I took it out for a spin, and I had fun with it. Plenty of power, yep! But then I got greedy and added some goodies to the orange tank you already had strapped in the cargo hold. With the heavier payload, I ran out of fuel before achieving orbit. Then again, my piloting is certainly not all it could be. I also spent some time pulling and tugging on various bits and pieces of your design, just to learn what you did where. Very instructive! Thanks for uploading it.
  22. I sent probes and landers off to Eve, and two probes to Moho. It was relatively easy to plot a course to Eve; not so easy to get to Moho, but we'll see. I also spent some time putting together a joint lander/rover, linked by a decoupler, for a Mun visit. I added RCS to the rover to help it land softly when the time comes. I've tested the rover extensively on Kerbin, but a low-gravity environment will be another kettle of fish. Assuming I can get it *onto* that low-gravity environment. The whole kaboodle is on its way to the Mun now. I used the gigantic Kerbodyne tanks and engines to lift it to orbit, with fuel left over to help make the transfer to the Mun. Now the rocket is in its second stage (the LV-N). I hope the LV-909 will be enough to land the thing. Kerbal Engineer suggests yes, but we'll see.
  23. That fixed it! At least, I was able to load the aircraft in my SPH, and I swapped stuff in and out of the cargo bay. I haven't tried to fly it yet, but I hope to have time to try it tonight. I'm still using stock aero, but I do intend to install FAR when I start my new career game, which will feature a number of other mods as well.
  24. Glad you asked, because I have Steam, and I'm also planning to start a game with "Better than Starting Manned." Plus I want to make an install with dozens of mods installed. I assume the folder we copy over is ... steam/steamapps/common/Kerbal Space Program.
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