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Dazpoet

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Everything posted by Dazpoet

  1. Just got the last contracts from this pack on my save so now I'm sending probes out to Jool and Eeloo. This pack has given me the push I needed to move over to interplanetary travel and it's awesome Eagerly awaiting an update which adds contracts for High resolution scans, which I hope is on the way?
  2. I continue my endevours to try and figure out a good way of gathering my first batch of Karbondorum so I can use that to send a full time gathering mission to the sun. I tried to construct a rover, got a pretty nice one constructed that should get the work done acctually, for an Eve mission. Then I thought why not build a low altitude plane since I read that flying on Eve is possible and how hard can it be to build a small plane? The answer is... HARD. Having never bothered with the SPH before it feels like I've ran headlong into a wall repeatedly and ~3 hours and some 20 crashes later I'm off to youtube to learn how to build spaceplanes.
  3. You could try the Settings menu->CKAN Settings->Push "New" under repositories->Add the Amsterdam mirror->Refresh again
  4. And here I was thinking I was the only one with this problem I just installed the stock bug fixes and got the SpaceY decouplers with built in separatrons (this sounds like the best idea in the world, why isn't it standard?) and will try both out tonight
  5. My generel method is to not have mechjeb do anything until I've done it myself first. After that I use it a lot because I find the engineering of vessels a lot more fun than acctually flying them and maybe to some degree because I prefer ions and doing 10+ minute burns isn't even fun the first time. So far interplanetary transfer was by far the most tedious thing to figure out of on my own but I did it a few times and from now on it's MJ all the way. I've done a few gravity assists and I must admit I didn't even know MJ could do those. Things left on the list for me are landing on a specific location, something I'm bound to learn now that I have plans for a Karbonite base on Eve, and flying an aircraft.
  6. It would appear my SAS is messing with something that it shouldn't since turning it off lessens the problem quite a lot. The whole "being a total pain" bit is nailed all right, I'm going to try and mine from Eeloo instead for now.
  7. So I've ran into something of snag... I'm not sure if it's floating point errors or something else but my orbit around the sun refuses to stay stable and I repeatedly crash into it when I'm inside the Karbondorum band. My problems seem to appear below 15000 meters or so and therefor I wondered how to extend the band into a safer area. Looking at this thread and the CRP I found this REGOLITH_PLANETARY_RESOURCE{ ResourceName = Karborundum ResourceType = 3 PlanetName = Sun Distribution { PresenceChance = 100 MinAbundance = 1 MaxAbundance = 5 MinAltitude = 0 MaxAltitude = 0.00001 MinRange = 0.00001 MaxRange = 0.00001 Variance = 50 } } So if I just remove a 0 from the MaxAltitude will that make the band extend out to ~26000 m rather than the current ~2600 m and let me collect without crashing into the sun?
  8. Spending hours on end today trying to get a really low orbit around Kerbol to extract Karbondorum. Took of with about 42k delta-v but still not sure it'll be enough. Got told on irc the conventional way of doing things is making a "sundive" aka only put the crafts periapsis within the range needed to extract the resource. Seeing as I already spent about 3.5 hours getting into a 700km orbit which I'm currently slowly decreasing I'm content to go all the way down to a 2km circular orbit just to be able to say I've done it! This is the craft I'm using
  9. I'm not going to go into this discussion about FAR but I'm annoyed at the wording of the title. To me it read like Scott had acctually made a video about how FAR was bad, this does not appear to be the case.
  10. I'm decently sure it's Kerbal Alarm Clock that adds this functionality.
  11. KSP is using 3.2GB of RAM running just stock? I run 38 mods atm and upon startup I'm at ~1.8GB and even after really long sessions I'm rarely above 3GB. That is using DDSLoader and Opengl though but it still sounds insane to have 3.2 usage...
  12. I wanted to use this to lower RAM usage so I disabled a bunch of parts and then by looking at the folders it seems "removing" them with this plugin simply moves the .cfg files to another place. Looking at the bar when starting the game it would appear it still works the textures and whatnot? Wouldn't it be better to move everything to the cache, or do the things loaded not affect memory footprint?
  13. Just a heads-up that running this seems to break RCSBuildAid, I reverted the RCSBuildAid folder from backup and it's working fine again after doing so
  14. I read the documentation for Contract Configurator today, loads of fun but not so easily caught in pictures
  15. After adding the Amsterdam Mirror in CKAN Settings I am getting a variation (?) of the problem "Given key not in the dictionary" error upon starting CKAN. Is there a delay between main and mirror or something?
  16. Normally all mods have instructions for installation in their respective threads, I'd start by looking there.
  17. Hacked together a few .cfg files after learning some basic ModuleManager syntax so stuff works as I want it to work. It's easier than you'd think. Also DDS'ified my whole install and got DDSLoader to lower the boot up time of the game. Heck one of these days I just might get around to acctually playing the game again
  18. Did you choose the docking port and click "Control from here" on it?
  19. As someone who has landed ion stuff on low gravity worlds I would only recommend this if you have lots of spare time because it takes quite a while. It's a fun project though and the landers are rather easy to put ontop of other ships since their weight is low. But yeah it takes a while to land.
  20. Had the exact same problem, unddsifying the this folder fixed it.
  21. TIL: F momentarily toggles SAS. This mod sounds amazing, I have done a few weird manouvers due to the way SAS works in stock.
  22. This thing is so much fun I just rebalanced the SAS levels of all probecores more to my liking and it only took me 2 hours to get the few lines of commands do what I wanted. However I don't want the Stayputnik to have MJ like the other ones (I want it to stay as useless as it is) and so I wonder if I can in any way add something to the below line that would exclude probeStackSphere (stayputnik) from the patch? @PART [*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore],#vesselType[Probe]]:NEEDS[MechJeb2]
  23. That seems to work out perfectly. Out of sheer curiosity would it have worked equally well if the "@cost += 750" would have been at the end of the file? I didn't know you could put a @RESOURCE after the @MODULE, would it have worked without that part or is it a must? Now I'm not sure if I should go back to the MJ thread again or if the next question works for this thread but here goes. Can I change the unlockTechs for the probecores without changing it for the MJ part itself? I would assume they are not linked but I'm not sure. EDIT: Since I have a tendency to wipe out all mods every so often can I change from [COLOR=#333333]@PART [*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore],#vesselType[Probe]]:Final to [COLOR=#333333]@PART [*]:NEEDS[MechJeb2],HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore],#vesselType[Probe]]:Final as insurance that if I don't have MJ installed (the gamedata folder is named MechJeb2 and I believe that is enough to satisfy the NEEDS command?) it won't trigger and wreck something?
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