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Lorunification

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Everything posted by Lorunification

  1. Hey, Thank you for the quick fix. Unfortunately, there are still some nodes that show odd behaviour. Hope i am not too annoying I don't really know to which thread i should post this, since this seems to be related to near future packs as well as CTT. Do you want these in the respective mod's thread or here since it affects CTT? Regards, Lorunification
  2. No need to hurry! I just wanted to provide the information and wanted to know if it is my installation or something else. Thank you anyway for maintaining this.
  3. The part in the highlighted node is a station part from nertea's Station Part Expansion Mod that is officially supported by CTT. Also, the requirements are shown in the node. The nodes are just not present within the tree I assume because they are empty?
  4. I installed the tree and encountered the following once i entered R&D at a fresh science mode game. Module Manager 2.6.2 is installed. Can anyone tell me what went wrong?
  5. I am sorry if you guys are already annoyed by this question, but what exactly do i need to get the dev branch working? I read through the last few pages and couldn't find any information. Do i just merge the GameData folder from the voxelAeroPort into my ksp? Thank you very much in advance!
  6. You could check out my kOS script to gain an idea of the flight profile. The Script as well as the example craft can be found here : http://forum.kerbalspaceprogram.com/threads/118833-Lorunificiations-SSTO-DIY-Guide
  7. Hello Everyone, Since a lot of people seem to have problems getting a spaceplane to orbit i thought i'd provide some help. So i created a very simple spaceplane that can make it to LKO with some spare dV left. It has not the cabability of transporting any cargo whatsoever and it's mere purpose is to show how the whole process of getting a plane into orbit works. The difference to other guides is, i created a kOS Script that will establish a circular-ish (75/72) LKO. The spaceplane will have around 1k dV left after the insertion so you can try and fiddle with it. Here i provide the script for kOS as well as the craft file. Mods used are kOS (obviously) and Kerbal Joint Reinforcement. So have fun with it and happy flying. DOWNLOAD
  8. As some people already mentioned it is, in fact, still possible to unlock the whole tree by landing on one moon and orbiting the other. Even if you don't coast over every single biome. So the fact that the tech tree is too hard and/or requires grinding is kind of proven wrong.
  9. I just tried it and the first lump of parts i threw together made it to orbit in first try and landed at the ksc - so i guess there is still some hope left You can maybe try to make a rocket SSTO first - its way easier and you get a feeling for the atmosphere. One of the smallest things to go to orbit you can try:
  10. No its an actual new patch. Downloaded 1.0.1 and few minutes later 1.0.2. So it seems to be a hotfix for the hotfix or something like that.
  11. Hey Randazzo, Thanks, but that is not what i meant. I mean: How do i turn my kerbals up and down. shift and control is change in position. I am looking for a change in orientation. Edit: Is there a mod to enable this? I think this is a pretty big limitation since you can change the up-down-attitude only by switching camera mode - which is kind of annoying.
  12. Hello Everyone, I am playing KSP for quite some time now but still could not figure out how i can change attitude of my kerbals on EVA without switching camera modes. The Kerbals obviously turn left and right according to the camera so that "w" is alway forward. Now: How is it possible to turn kerbals up/down? I know i can move them by holding mod and using the left mouse button. But that attitude changes as soon as the kerbal moves. So: How do you guys manage that? Am i just too blunt to figure out the right commands? Thanks in advance! Regards, Lorunification
  13. No you can transmit the data from a probe and still recover the full science during a following mission that includes a return ticket. You can check that by transmitting some data and then rerun the experiment. The transmission bar should state you get 0 science. But recovery should still provide a science gain.
  14. No you will not. You have to recover an experiment at least once to get 100%. The point of transmitting is that if you send a probe somewhere you don't have to recover it in order to get anything out of it.
  15. I really don't know what all the fuzz is about. I have unlocked almost all of the tech tree and didn't even land on the moon. So stop complaining about parts are hard to unlock. In my opinion the progression is just fine - the tech tree could be a little deeper though since you don't have to go interplanetary to unlock everything. I think the last few nodes should be a reward for making it at least to duna. Maybe it is possible (by mods e.g.) to make a node require a soil sample from a certain planet or moon to unlock or something.
  16. Roverdude already stated once that unmanned probes are horribly inefficient in drilling and converting ore. The ISRU produces tons and tons of heat. Without an engineer and/or lots of solar panels you won't get much out of it. The ISRU still overheats with 6 gigantor panels and a 5 star engineer as far as i can see. Especially if the drills already saturated the craft with heat the ISRU will be very likely to not run very well until the craft cooled down. You can easily check that by using the debug menu and display thermal colors.
  17. As Forty already mentioned you have to bring your satellite into a stable orbit within a certain hight dependent of the body you want to scan. At the mun (e.g.) it is 25km - 1000km. If you use KER you can easily check if you are in a polar orbit if your inclination is ~90 degree. Also the scanner should give you certain messages when you try to scan and one of the requirements is not met. Perhaps you can provide a screenshot of your satellite and its orbit including values for Apoapsis and Periapsis.
  18. The button only shows after you have successfully performed an orbital survey of the planet (including the transmission of data) AND have focused on the corresponding celestial body. Hope that helps.
  19. Hi Nikola, The resource system actually works perfectly as intended. There are basically 2 things you need to do: 1. Get a satellite equipped with the M700 Survey Scanner into a polar orbit around any object. From there you can trigger a scan for resources. (Note: The satellite needs a coms device) 2. Get a drilling rig to the body that is able to drill up ore and convert it into fuel. There are a few other things you can do to improve the outcome. The Narrow Band scanner for example gives you more detailed information about the ore deposits. But you can also just land where the map shows lots of ore (i.e. cutoff > 70%) Step 1 is optional (in theory) but you do not know where resources are when you do not scan a body beforehand. After you performed step 1 you should be able to view the resource deposits within the map view by clicking the resource button on the right hand side of the screen. From there you can also setup color and texture as well as the cutoff. Few Notes: - Having an engeneer in you drilling rig massively increases efficiency. - ISRU Unit uses massive power. So don't forget to bring solar panels and batteries. - Panels also help against overheating. Have fun! If you have any more questions just let me know.
  20. Another thing i just noticed: Symmetry in the VAB does wonderous things. Look the following image. The problem are the winglets. There are two possibilities: 1. Attach them to one of the mirrored parts (e.g. all 3 of the boosters on one side) 2. Attach them to the respective boosters on both sides The current thing is one side of boosters gets 3-way symmetry and the other side gets one winglet. That is not correct i guess.
  21. Another thing i noticed recently is that the timewarp does stop way too late when using ./, to control it. Haveing a Pe of around 30k and warping in trusting the system to stop when entering the atmosphere just does not work. You just warp right through and the timewarp stops somewhere outside the atmosphere on the other side. Kind of enoying but can be worked around by stopping manually.
  22. Hello Everyone, Can someone explain to me what i need to do to create an interstage fairing? I fiddled with the fairing for like 20 minutes now and wasn't able to build one. I know i have to move the cursor so i get the green "Close Fairing" - But either the text is red or i get only the intersect option. Is there some limitation to which parts can be shielded or what has to be on the upper side of the fairing that it is possible to be closed? I already did one in the VAB but after a click on "Edit fairing" i wasn't even able to rebuild the exact same fairing with the exact same craft. Am i doing something wrong? Thank you in advance!
  23. Hello Everyone, I noticed some strange behaviour of the completed contracts UI while switching between buildings in 1.0. At the bottom of the screen, hidden by the clock and timewarp bar, pops up the green check that indicates completed contracts. By clicking, the infopanel for the last completed contract opens up. After dismissing the contract again the green check dissapeared and everything seems to run fine again. I noticed it the first time after leaving the administration building.
  24. I used this ship. During descend all of the fuel was gone. It landed at ~50m/s and only the engine broke leaving the rest intact standing up straight. Sure it is not what you want from a landing. But sill...
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