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EndureChaos

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    Curious George
  1. Yep, that was it! Thanks. I did try that actually, but I clearly didn't understand what it was doing at the time Yep, I've done that in the past, the problem was that I was running CKAN which updated the mods, some of which broke when I reverted to the previous version, bad things happened, kracken spawned, so I ultimately restarted. So I'm now running 1.8.1 "beta"
  2. I've revisited MKS after a long period of time after being frustrated at losing my game after every steam update. I've sent a bunch of Duna modules over to the Mun and 9 Kerbals for a "staff party' (ha ha). But when when using the group grab system, I'm able to move a Duna module, it defaults upside-down. I'm fine re-rotating it, and moving it, but I'm limited in the B/N movements, and can't get it above the terrain. At this point Gremlins propel it upwards, and... well, this goes on and on. I've Googled and skimmed the forum (not all 300+ pages), but can't find a solution that works. I'm guessing it's such a common thing (that I just missed), I'm happy if someone could just link the solution for me. Honestly, I'm 12 KSP hours in and too much beer to fly a rocket, but I did the same thing sober yesterday, so I'm asking.
  3. Yeah, I shouldn't have tried to figure it out at 3am. A simple test confirmed I'm getting the same results on stock comms. I'm still confused as to the drop, but it's not the mod. I'm just surprised I haven't noticed this before. Switching to the DTS-M1 brings it up to 100% on the first hop... but it does have 20x the range.. so... I checked whether it's a Direct vs Relay thing, but the RA-2 has the same result. Who knows, but I guess it's a topic for a different thread.
  4. Hi Guys, I was really excited when I saw this mod, I do like to have things organised. I installed, and sure enough, my network looked ridiculous on the defaults... whilst trying to clear it up I got into difficulties, so I tried to do some testing to get my head around the mechanics. (I used RT back in the day, so figured this would be fairly simple). However..... I created a new game, and launched (HyperEdited) 2 identical simple probes up. A single HG-5 antenna on each, sticking to Public frequency. The vessels are orbiting at 80k and 4,000k altitude. If someone could please explain (I'm sure I'm being dumb here), the higher probe has 100% signal when it has direct connection, but the moment it relays through the probe it drops to 2%... which is technically closer than the ground station was when it lost signal. https://ibb.co/d2u8WJ Once I crack this, I should be able to start clearing up my game. Thanks all. Hi Guys, I was really excited when I saw this mod, I do like to have things organised. I installed, and sure enough, my network looked ridiculous on the defaults... whilst trying to clear it up I got into difficulties, so I tried to do some testing to get my head around the mechanics. (I used RT back in the day, so figured this would be fairly simple). However..... I created a new game, and launched (HyperEdited) 2 identical simple probes up. A single HG-5 antenna on each, sticking to Public frequency. The vessels are orbiting at 80k and 4,000k altitude. If someone could please explain (I'm sure I'm being dumb here), the higher probe has 100% signal when it has direct connection, but the moment it relays through the probe it drops to 2%... which is technically closer than the ground station was when it lost signal. https://imgur.com/q34tqiI Once I crack this, I should be able to start clearing up my game. Thanks all. Edit: updated screenshot link as it stopped working
  5. I've not looked at this yet, but I'm assuming auto-lights when it's dark would make the list (obviously selectable, since *ahem*, some of us occasionally forget to add batteries to landers. Of course, I have no idea if there's a built-in mechanic for detecting whether it's dark... Oh, and auto-brakes when on low power might be a useful one for rovers
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