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Spacecraft Engineer
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Is ist possible that the game doesn't care about frequencies when determining the ranges? It seems to me it handels that aspect as if all antennas contribute to all frequencies. Here is my little test: - 1. Groundstation (the only one) KSC at freq. 1 - 2. Vessel 1 on runway with RA-2 at freq. 1 and communotron 16 at freq. 0 - 3. Vessel 2 28Mm up in orbit with communotron 16 at freq 0 Result: a connection. That looks like the RA-2 is helping the communotron "a fair bit".
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Open persistent.sfs, navigate to ROSTER{}, Copy the KERBAL{} node containing the kerbal you want over to your new game.
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Hi I got a quick question: Is it normal to not have to use any relay capable antennas?! In this picture the craft on the dark side of the mun only has a normal communotron wich is then "relayed" via a 88 above or below the mun and then from kerbins pole via a nother 88 to a keo relay (the only antenna in this path that actually is a relay capable antenna) wich bounces the signal to the ksc... I always thought I had to use relays. Edit: This is in sandbox. In career it seems to need a relay?! I'm confused. Is there documentation to watch or read?
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"landed at kerbin's launchpad FX"
maculator replied to maculator's topic in KSP1 Technical Support (PC, modded installs)
If it really bothers you you can always edit the settings file for x-science and add a textfilter for it so it'll never show again! -
"landed at kerbin's launchpad FX"
maculator replied to maculator's topic in KSP1 Technical Support (PC, modded installs)
I am sure it got something to do with a mod. I cleaned my game and my savegame and now it's gone. Mods I kicked: - Planet Shine - Distant object enhancement - Eve - SVE -Scatterer - Texture Replacer Must have been one of those I guess. But I'm really not in the mood for troubleshooting I took my science reports and progress and injected it into a new savegame and moved on. -
Maybe this is the right place to ask: I got all the science from Kerbin. EXEPT a set of "landed" based science from a place called "kerbin's launchpad FX". It's got to be a mini-biome since there is no flying (etc.) science. But I checked each new launchsite, the whole KSC, everything. I really don't know where the mod got the idea from that there was such a thing as a "kerbin's launchpad FX". I really do want to know if there is such a thing.
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The "Badass" suits from the making history expansion are upside-down. Looks like the kerbels been on a flea market
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
maculator replied to Gameslinx's topic in KSP1 Mod Releases
Yes got it all from the Github and it also works just fine. Just tells me the core is missing.- 3,176 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
maculator replied to Gameslinx's topic in KSP1 Mod Releases
Is there a reason its not "synchronised" with the terrain height? Its telling me its missing the "paralax core" when loading the game.- 3,176 replies
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Ah that was helpful. Didn't know MM stores its reports there. But I stil got my problem. It says the warning is about the second :HAS, so I' tried this approach: @PART[*]:HAS[@MODULE[ModuleDataTransmitter],#antennaType[INTERNAL]]:FINAL { !MODULE[ModuleDataTransmitter] {} } didn't work. Now there is no warning, But my patch also doesn't work anymore. The original patch @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:HAS[#antennaType[INTERNAL]] { !MODULE[ModuleDataTransmitter] {} } does work. It only says: [WRN 21:53:31.364] more than one :HAS tag detected, ignoring all but the first: /Axel/@PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:HAS[#antennaType[INTERNAL]]:FINAL I guess its a syntax problem. And I really don't know how to phrase it otherwise :S