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Everything posted by fireblade274
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
fireblade274 replied to KospY's topic in KSP1 Mod Releases
Hello, if you are familiar with these mod(s) KIS/KAS, you should know that you can't move parts that are greater then 1 ton with a kerbal, with the exception of having multiple kerbals close to the object; increasing the limit by 1 ton per kerbal. The 2 heaviest parts I need to move are 4.5 tons, so I need at least 5 kerbals around the object to move it next to what I want to attach it to; a lander that needs adjustments in order to land and return from Laythe. This is extremely difficult considering the fact that you can't control multiple kerbals at once, and the vicinity the kerbal(s) need to be around the object is quite small. Does anyone have any advice on how to move things this way? Once I switch to a different kerbal, one has already moved too far away from the object to help, and I can see me ripping my hair out constantly switching back an forth. Is there a way to alter the mod to increase the weight limit in regards to grabbing and moving objects? There has to be a method to this madness There is no turning back from this mission; I already sent out both a refueling vessel and a parts vessel to the transport ship around Laythe that is carrying the lander that needs adjustments (2 FL-800 tanks, 2 radial decuplers, 2 aerospike engines and 2 aeronose caps) https://www.dropbox.com/s/0b659h6fty2h24e/2015-09-13_00002.jpg?dl=0 If it comes down to it, I suppose I could launch another craft bringing parachutes to the inventory vessel, land my lander, then land the inventory vessel next to it, somehow get all 5 kerbals down there too, and attach the parts on land (assuming they can reach the place on the craft i want to attach things to) so I avoid having one kerbal drift off too far away from the part in space while switching back and forth, but that is the absolute last thing to do and it gives me a headache just thinking about it. Any advice? -
Hello, if you are familiar with the mod(s), you should know that you can't move parts that are greater then 1 ton with a kerbal, with the exception of having multiple kerbals close to the object; increasing the limit by 1 ton per kerbal. The 2 heaviest parts I need to move are 4.5 tons, so I need at least 5 kerbals around the object to move it next to what I want to attach it to; a lander that needs adjustments in order to land and return from Laythe. This is extremely difficult considering the fact that you can't control multiple kerbals at once, and the vicinity the kerbal(s) need to be around the object is quite small. Does anyone have any advice on how to move things this way? Once I switch to a different kerbal, one has already moved too far away from the object to help, and I can see me ripping my hair out constantly switching back an forth. Is there a way to alter the mod to increase the weight limit in regards to grabbing and moving objects? There has to be a method to this madness There is no turning back from this mission; I already sent out both a refueling vessel and a parts vessel to the transport ship around Laythe that is carrying the lander that needs adjustments (2 FL-800 tanks, 2 radial decuplers, 2 aerospike engines and 2 aeronose caps) https://www.dropbox.com/s/0b659h6fty2h24e/2015-09-13_00002.jpg?dl=0 If it comes down to it, I suppose I could launch another craft bringing parachutes to the inventory vessel, land my lander, then land the inventory vessel next to it, somehow get all 5 kerbals down there too, and attach the parts on land (assuming they can reach the place on the craft i want to attach things to) so I avoid having one kerbal drift off too far away from the part in space while switching back and forth, but that is the absolute last thing to do and it gives me a headache just thinking about it. Any advice? I will probably also post this in the KIS thread; the KAS thread is closed, probably because its at 200 pages?
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Why rocket not listen to fuel lines...
fireblade274 replied to fireblade274's topic in KSP1 Gameplay Questions and Tutorials
I fixed it, I just had to place the fuel lines from the bottom tanks, not the top. Thanks guys! -
Ive been up for 4 hours getting this tug into space. It's 5 am now and im going to bed For some reason when im at my final stages (atomic rockets are all thats left) the ship is drawing fuel from all 4 bottom mk2 containers, when I have fuel lines set to have it draw from only 2 that are diagonal from each other. Fuel drawing from all 4 bottom tanks (i could only show proof of 2 in pic but it draws from all 4): https://www.dropbox.com/s/41365b7qi100c97/2015-09-12_00005.jpg?dl=0 detailed lit up view of connections in VAB: https://www.dropbox.com/s/oofsztejnauu85j/2015-09-12_00006.jpg?dl=0 WHY Here is the craft if you want: https://www.dropbox.com/s/kob0wvulslhsm2n/t%20LR.craft?dl=0 If you can get it into stable orbit before engaging atomic engines, in the most economical way money wise, you get brownie points. But I really just want the fuel to work.
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
fireblade274 replied to KospY's topic in KSP1 Mod Releases
ok so i fixed my install, i did this by only copying in the Gamedata portion of the mod(s) and not copying the entire download (like the pdf file of instructions and License) But now I'm having trouble attaching struts in space.. I have an engineer, he has the wrench and the drill, and the special struts. I press H to switch to attach mode, but it wont let me connect to my vessel. here is a picture: https://www.dropbox.com/s/qyk9ns9z0kit6zm/2015-09-11_00002.jpg?dl=0 WAIT i did it, just had to equip the drill -
KIS and KAS are directly in gamedata, they are not together in a single folder named "KIS/KAS" but separately "KIS" folder and "KAS" folder. What is CKAN and a automate installation? I am using windows 8.1 and it is on my local physical C:// drive, along with everything else on my computer. KSP is on my Steam account
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Hello, I seem to be having a problem with the mod KIS/KAS install. I put both KAS and KIS in the game data directory. The parts show up, I can place them in the box(s), but once my ship is in orbit and im ready with an engineer on Eva next to it and I click inventory, the inventory just flashes and goes away in an instant. This text appears also https://www.dropbox.com/s/eczm3lzpca...00002.jpg?dl=0 saying that "KIS/Sounds/containerOpen has not been found, Please check installation path!" You get a similar message in the construction buildings when you click on "inventory" on a container, but the issues dont become apparent until your actually on EVA and attempting to open the containers with an engineer Wuts up with tat KIS KAS Claws Stock Bug Fixes And Kerbal Engineer are the only mods installed. KAS and KIS are only wanted so I can place struts in space Another guy is having the same problem: SIMA1504 "Please help, there was a following problem: Problem with installing the mod KIS_v1.2.2: 1. There is no inventory of cucumber (astronaut). 2. Inventory containers must be opened in the mode of construction 3. In the real EVA throws the error: the module KIS is not installed because in the Sounds folder there are no files container Close/Open container, although in a specified folder data files are present. P. S. 1.ModuleManager.2.6.8 is present and is located in the folder E:\game\ksp\Kerbal Space Program\GameData 2. The folder is located at KIS E:\game\ksp\Kerbal Space Program\GameData 3. There is MechJeb2-2.5.3.0 there and it works OK. 4. Tried to install an older version of KIS, to put on a clean KSP only one KIS." And another one: War Eagle 1 "Same thing is happening to me" (after quoting my above description) I have posted in both KAS and KIS but other people keep posting and getting answers while ours go unnoticed Can anyone help with this
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
fireblade274 replied to KospY's topic in KSP1 Mod Releases
Hello, I seem to be having a problem with the install. I put both KAS and KIS in the game data directory. The parts show up, I can place them in the box(s), but once my ship is in orbit and im ready with an engineer on Eva next to it and I click inventory, the inventory just flashes and goes away in an instant. This text appears also https://www.dropbox.com/s/eczm3lzpca...00002.jpg?dl=0 saying that "KIS/Sounds/containerOpen has not been found, Please check installation path!" Wuts up with tat KIS KAS Claws Stock Bug Fixes And Kerbal Engineer are the only mods installed. KAS and KIS are only wanted so I can place struts in space -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
fireblade274 replied to KospY's topic in KSP1 Mod Releases
Just wanted to get this bumped: Hello, I seem to be having a problem with the install. I put both KAS and KIS in the game data directory. The parts show up, I can place them in the box(s), but once my ship is in orbit and im ready with an engineer on Eva next to it and I click inventory, the inventory just flashes and goes away in an instant. This text appears alsohttps://www.dropbox.com/s/eczm3lzpca...00002.jpg?dl=0 Wuts up with tat -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
fireblade274 replied to KospY's topic in KSP1 Mod Releases
Hello, I seem to be having a problem with the install. I put both KAS and KIS in the game data directory. The parts show up, I can place them in the box(s), but once my ship is in orbit and im ready with an engineer on Eva next to it and I click inventory, the inventory just flashes and goes away in an instant. This text appears also https://www.dropbox.com/s/eczm3lzpca1vc1w/2015-09-08_00002.jpg?dl=0 Wuts up with tat -
Using the same cargo on re-entry still seems to neglect the wheel stoppers for me: https://www.dropbox.com/s/i9mcilf4dyml4a1/2015-09-02_00018.jpg?dl=0 I definitely think ill try out the attachment system, but it would be nice to see that not needed in future updates. I don't really like using mods since the game is already a bit buggy Thanks Sal!
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OK so they do their job going up, but coming down during re-entry is a different story. I brought a lander up, and brought down a slightly different lander that needed replacing. On the way down, the new lander does not listen to fixed gear stoppers https://www.dropbox.com/s/jh56n5ero85ztuc/2015-09-02_00016.jpg?dl=0 Im going to do a test run without switching out the crafts to see if its only because there is a different craft in the cargo bay SOMEHOW I managed to still land it but it was getting extremely unstable with the lander flopping around like a wet fish.. https://www.dropbox.com/s/i9mcilf4dyml4a1/2015-09-02_00018.jpg?dl=0 Is there anyway to make things work lol
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So I was actually able to fix it by doing the opposit and placing the fixed gear directly on the cargo bay https://www.dropbox.com/s/0l3sg966n90bkef/2015-09-02_00007.jpg?dl=0 Having the wheel(s) more at the center and not at the edge of the Jumbo probably helped too Success https://www.dropbox.com/s/8m86kmbij4euokh/2015-09-02_00009.jpg?dl=0
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Hey I tried this out finally but it does not seem to be working.. I placed the fixed landing gear on a "pocket I beam" that is attached to the wing outside the cargo bay, but it is not holding up the cargo.. landing gear placement outside cargo bay cropped inwards https://www.dropbox.com/s/kl0upzwx547mqnx/2015-09-02_00003.jpg?dl=0 fail https://www.dropbox.com/s/r2zdam5pun1gof5/2015-09-02_00005.jpg?dl=0
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On Merging Crafts & Bay Occlusion
fireblade274 replied to fireblade274's topic in KSP1 Gameplay Questions and Tutorials
I took a look inside the cargo bay and it does not look like its being occluded. https://www.dropbox.com/s/10ct7qe7bj7v4rv/2015-09-01_00018.jpg?dl=0 Can I do anything to fix this? I don't care if its affected a little by temperature but its in the cargo bay and should have no drag right -
On Merging Crafts & Bay Occlusion
fireblade274 replied to fireblade274's topic in KSP1 Gameplay Questions and Tutorials
Claw saved the day again (what's new) Holding Alt and a little bit of tedious effort did the trick!!! I needed to use the subassembly trick though, merging still gave the "root part is 10m away" bug. I'm quite surprised; it wasn't snapping to anything at all before I held down alt. Though I still wish cargo bays contained things better, I got the lander up and brought down the plane finally! https://www.dropbox.com/s/bxxo3xxj4um91mb/2015-09-01_00013.jpg?dl=0 The fixed landing gear I used to keep the payload inside adds a fair amount of drag and the landing struts on the lander still shows through the bottom of the cargo tank in atmospheric flight, but it didn't compromise my mission. I was left with only 30u of oxidizer left though after final burn which worries me a little.. Thank you so much again Claw and everyone else for your help. It has been invaluable to me -
On Merging Crafts & Bay Occlusion
fireblade274 replied to fireblade274's topic in KSP1 Gameplay Questions and Tutorials
Yep tried it again, your right that its the second that will become the new root (silly), but it still wont let me attach it. There are 2 green spheres showing that the port is the root part also (i think) I clicked on the port second. https://www.dropbox.com/s/wvif2iea12wn0cc/2015-09-01_00010.jpg?dl=0 And it still wont attach whether its from the sub-assembly or from craft merge. Very annoying https://www.dropbox.com/s/0aisp39frazsnox/2015-09-01_00011.jpg?dl=0 -
Don't forget about the return trip! Make sure its balanced well, especially if its large, or an MSTO. My all stock plane uses a 100 cargobay and can haul up a full unused Jumbo tank. https://www.dropbox.com/s/0te1cfwxivvduf0/2015-09-01_00008.jpg?dl=0 https://www.dropbox.com/s/wid2yozrmd9e6w1/LTP%20Q1.craft?dl=0 I use 10 whiplashes and 6 aerospikes. Aerospikes do pretty good for large planes. Drop a pair of mk2 liquid fuel tanks on the underbelly when empty and my assent profile starts at 20degrees till i reach 8k, then nose down to 10-15degrees to build up horizontal velocity, staying at near my apoapsis. Nose picks up slowly over time (keep that in mind with your own assent profiles); once at 10k, I nose down to 10degrees, go really fast, and let my nose slowly pull up on its own to begin building more vertical speed. Once orbit speed starts dropping, I manually open up all tanks except the main, large tail fueltank and the "cargo" jumbo tank. Hit RCS to keep nose up, and activate my aerospikes. This is important as they have no thrust vectoring! I needed 2 Verner's under the nose. I drop 6 of my whiplashes then, even if they still have 50nt of thrust left, and I still gain 100-200Dv. Next I drop my external tanks under my wings as needed. I also usually open up my main tail fuel tank's liquid fuel to even out liquid and oxidizer in the tanks i'm dropping; this gives you more Dv too. Once even, I shut off the tail tank so the external ones are used first since they will be dropped. I reach 80km stable orbits everytime with fuel left for retroburn and runway return. (you may want to put some delta wings or canards on the front of the plane on de-couplers; they help when you have cargo going up, but if your returning with no cargo your ship may go nose up and spin out, so I drop those on empty landings. I spent many hours perfecting the design and learned a lot about getting large planes into orbit. Hopefully something here helps you! Using planes is extremely cost effective. Although my ship costs 150k to launch, I have a small discount that makes it about 135k. Once the ship is returned, I get about 98k back making it cost just about 35k to put up a full unused jumbo. Is it time consuming? Yes, but its really fun and usually cost effective compared to rockets. Its also good to design your ship first for its max load; if i'm just sending up liquid fuel with the design, I can just take off 2 of the whiplashes and their respective tanks, making it even cheaper to launch, and I still get back about 98k since they would be dropped anyway.
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On Merging Crafts & Bay Occlusion
fireblade274 replied to fireblade274's topic in KSP1 Gameplay Questions and Tutorials
I tried making the docking port on the plane a root part (clicked on it, then the cabin), and making the docking port on the lander the root part (clicked on the port, then the remote guidance unit). Both "ships" are now saved in the SAB separately. I started with the plane loaded, took out the tank, and went to load the lander. Clicked "dont save", selected lander, clicked merge, and yes the 10m root part separation bug took place. https://www.dropbox.com/s/vxnox536x788afn/2015-09-01_00002.jpg?dl=0 I'm going to try the sub assembly option Yea that didn't work either. Even when changing to radial or symmetry it has no effect on the parts which seem to be centered around.. somthing other then the center of my plane/the docking port. https://www.dropbox.com/s/rddwebvwc51ubjk/2015-09-01_00003.jpg?dl=0 mouse moved 1mm up https://www.dropbox.com/s/j1v25ela88jwpxj/2015-09-01_00004.jpg?dl=0 1mm up again https://www.dropbox.com/s/adp11sa3y36k3rx/2015-09-01_00005.jpg?dl=0 I can with effort get it to where it is supposed to be, but it is not "catching" on anything and places free form even if angle snap is on. It acts like the docking port is not there: https://www.dropbox.com/s/mx3gmbmn3szk9v6/2015-09-01_00006.jpg?dl=0 I thought maybe once launched they would join, but alas. https://www.dropbox.com/s/o6w923kntohysux/2015-09-01_00007.jpg?dl=0 There is not even an option to de-couple them, so the one port is not even registering the other and meshes through it I really wish parts would contain themselves in side cargo bays.. I made a post about this previously and apparently you can get around it if you attach say landing gear to a part outside the bay and angle it inside it, and it will act as a stopper to things inside it, but that's both very lame and creates unnecessary drag on designs, especially if its a large MSTO plane. Bull..... -
So I made a MSTO Plane that can carry up to 30t of cargo. I made a lander I want to put in it, so I made it in the VAB, loaded it in the SAB, then saved it. Then I loaded my plane, opened the cargo bay, took out the fuel tank that was attached to the decoupler, loaded (clicked dont save) so to merge the lander with it, and the lander wont attach to the docking port or the decoupler on plane. It wont attach to anything https://www.dropbox.com/s/0ctnoyow3k9gjqu/2015-09-01_00001.jpg?dl=0 is there an easy way to attach this with out having to construct it again, and in the cargo bay?
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Holy crap it recovered it in space Does this mean somehow my game is screwed up now? the 4 pilots are fine apparently.. but will they like spread anything if I use them? In the claw glitch, the original craft would affect any craft it docked with, and spread.. Like a virus. I guess im OK for the moment.. but I feel like things under the hood are brewing. and that should not be the case!!! My step bother plays this game (from the same steam account) all the time on his computer with mods out the wazoo with these crazy black hole engines with 1500N and 3800 ISP and all this crap, while I chill with the stock game and all this stuff happens. Granted, I do a lot more stuff in the game then he does; i do career and he does sandbox trying to get gigantic mod planes into the air and quitting 30 min later.. Maybe you get my point. Weird graphical issues happened a few days ago before the above problem, using the LTP Q1 while fine tuning it for re-entry. It started out great https://www.dropbox.com/s/2ejp24go824o7gh/2015-08-15_00003.jpg?dl=0 Then this happened https://www.dropbox.com/s/2cdtps0j8et0btc/2015-08-21_00001.jpg?dl=0 Then it got better https://www.dropbox.com/s/w7usrbhpse9nat4/2015-08-21_00008.jpg?dl=0 Then it came back. https://www.dropbox.com/s/7qalw6y62wefblw/2015-08-21_00009.jpg?dl=0 Also my Ore Seeker 1.1 vanishing.. It was doing fine, id used it before, and this time when I go back to it while its chilling in a stable orbit after completing and releasing an asteroid redirect, I go to control it, and its gone. I think it was still view-able from the orbit view, but i cant be certain about that anymore. I'd try to go back to the space center, and could, but this is what it looked like https://www.dropbox.com/s/5nn51o7r8a3hukd/2015-08-13_00004.jpg?dl=0 I would have to restart my game and then load my save to make it go away; loading without restarting did not work. Then I would just not do anything at all with it. Not long after that, I loaded my game as usual and it was gone from my tracking station, period. I looked in the "lost kerbals" section of the academy and the guy was listed as MIA. Then the next time I start up ksp, the ship is still gone, but hes listed as KIA. .... My LTP Q1 doing fine after completing 2 take offs, orbits and landings, then getting stuck randomly in orbit and saying its landed? Its like, I don't think im trying to do such outrageous designs trying to get around things in the game, I just keep at designing till it works... and every time i turn a corner and finally make it work there's a bug right around the corner. I never wanted to use mods at all, but the Glue Kraken made me need Claws Stock Bugfix Plugin. I've gotten random crashes multiple times over the past few days too, though they have never made me lose anything which is fantastic.. the game autosaves i guess the instant it happens and you ship is right where you left it. If anyone wants these https://www.dropbox.com/sh/w2u5fjkdea03jm8/AABmoTLed6UAiN6HNwg0TjvVa?dl=0 https://www.dropbox.com/sh/kmrfqlk1a7r7dyd/AADU8eq1-PCbX66OHYfZfsyda?dl=0 https://www.dropbox.com/sh/a2p3advwcfh39f1/AADQFgBIItG4q6F0gK5cfPl5a?dl=0 https://www.dropbox.com/sh/52c0d3win3rxg5u/AACnB0s_pMwlwduyiEuzm351a?dl=0 https://www.dropbox.com/sh/ncptsss9dgoh4k1/AACQYNPDrqZ08ZyIgVwBvoU7a?dl=0 There's just always a bug right around the corner. I dont want to waste the time i have to play the game, typing feeble forum posts attempting to provide debugging info when I really have limited/no experience with doing smart computer things and programming or debugging for that matter. I feel like all I can do it voice out issues I face in hopes that someone important notices them and through their extensive knowledge and (most likely) internalized reward system, have the drive to pry deeper into it and address it. I have spent over 2k hours of game time on ksp, the highest of any game ive ever played on steam. From what I've experienced, it seems the game has issues in the late game when your doing stuff with asteroids and docking crafts with other crafts multiple times, and the Claw has been known at least in the not-too-distant past to be the buggiest part in the game; its quite the important part. I'm going to try and play my game now. I cant believe it recovered the thing in space.
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I spent so long making this plane that could haul a full jumbo fuel tank up, give it to a tug, and come back down to runway. I finally did it. I even made a thread about it because it was hard to make, but i finally did it and still need to report back to that tread actually. https://www.dropbox.com/s/qgjzd1qq040j1l7/2015-08-23_00014.jpg?dl=0 but after successfully using it 2 "missions" in a row, It appears the mother falconing Glue Kraken attacked or something, which is weird because i had stuck orbit problems problem before but it was all fixed by claws stock game patch, till now. Aside from that and ksp engineer, my game is stock, and I don't even attach any parts that Engineer comes with to any of my vessels. It says in the orbit view that my craft is "landed", and when I go to control it, I cant, its frozen. The only data that changes on ksp engineer are Angles to prograde and retrograde, respectively. I cant click on any stages, or close my docking port. https://www.dropbox.com/s/tcvf0b5wjewiccr/2015-08-26_00001.jpg?dl=0 It started when I brought my tug from my station over to the craft to the fuel tank in its cargo bay; I brought the tug in close, switched to the plane, and the screen started shaking around a bit, so i switched back to the tug which was now in front of it. I pressed to time accelerate to 2x (while controlling the tug) and the screen went black for a second, and the plane was just... Gone.... I went to the orbital view, and it was still in orbit, but now traveling in the exact opposite orbit of me and direction that it used to be, and went from 0.0m/s relative to the target, to about 2300m/s to the target. The LTP Q1 is worth it. She has landed at night on her 2nd test run home https://www.dropbox.com/s/bxhvbvfuafqsjvo/2015-08-24_00007.jpg?dl=0 if anyone can help diagnose this is and maybe find a way to at least unstuck the ship so i can bring it back down, that would be great. I want to save my crew of 4... I didn't think they would die because of a stupid bug. and thats like a lot to pay for to!! Surprisingly they are not listed as dead, even though i have had a ship vanish on me, the crew of one was listed as MIA, and the next time I went to the game he's listed as KIA, and his ship ore seeker 1.1 is missing now entirely from space but that's something entirely different and annoying. But WHY If anyone can help, here is my save file https://www.dropbox.com/s/y0gx99pld7zx41u/quicksave.sfs?dl=0 A Vent: this game is so freaking buggy its like not even funny. It seems once vessels start docking and interacting with other things, it opens up a whole can of worms. I needed to get that out of my system. It feels like i spend half of my time of ksp writing posts about bugs that are messing all kinds of stuff up. some more then others.