Bogeyman
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Everything posted by Bogeyman
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If you press ALT, yes, then you can attach individual parts. If you want to "merge" something like a satellite or some other spacecraft that is already complete, like to put it into your space shuttle or something: It does not work. So the only chance you have to add something preassembled into a cargo bay: Assemble it inside the cargo bay. Or, if your craft with the cargo bay is already in orbit, then you need to fly your other stuff up there, rendezvous and then dock inside that cargo bay. But again, just adding or merging it into it, does not work. I hope that'll get fixed in the near future.
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Cannot select parts in VAB/SPH
Bogeyman replied to adsii1970's topic in KSP1 Technical Support (PC, modded installs)
Maybe stupid answer: You must select a pod first, then you have access to the rest of the part... -
KIS/KAS not working with 1.04?
Bogeyman replied to Bogeyman's topic in KSP1 Technical Support (PC, modded installs)
I deeply apologize for having asked that question. I did not mean to annoy anyone! -
How do FTX-2 (yellow) Fuel ducts work with KAS?
Bogeyman replied to Bogeyman's topic in KSP1 Mods Discussions
I tried again on a mockup. The KAS hose couplers don't do anything. Except you can manually pump fuel to other tanks. I wanted to have it like with the yellow ducts, that the ship automatically pumps fuel into the direction you installed the yellow duct. But that you cannot handle with KAS. Should be fixed. -
Hi how can I interconnect fuel tanks with these yellow fuel ducts (FTX-2)? I can attach them, but what's left is just a stud. I cannot draw the line to the other tank. Any ideas? Chris
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Interplanetary liquid fuel tanks
Bogeyman replied to cptdavep's topic in KSP1 Suggestions & Development Discussion
Sorry to warm up this threat but to me the question is still up to date. Are there any plans now as to come up with some additional interplanetary tanks for the nuclear motor? -
No, I tried to connect on the same ship. I guess it's the angle problem - will try that out now
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The triangle one. I know that the round ones are for pipes for liquids. That works. But I have problems with the triangle ones for fix struts (forgot the name of it)
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Hi I install these orange attachment points with the drill, that works fine, but often when I try to link these, I get the error message "Max angle or length reached, cannot attach" (or something like that). Even when there is nothing in the way and the distance is just a couple of meters apart. is there a tutorial on youtube or any other tutorial as to how to connect struts in space? Chris
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Hi just downloaded and installed KIS and KAS (present versions). Testing it with a rover and a SC-62 Container, I try for example to use a CS-RC2-Strut. How does the astronaut "grab" or use it? All I can do is click and drag stuff from the container and "drop" it somewhere. How can I get the Kerbal to use it? I did not find any useful youtube tutorials. Most of them show pop-up menus to click and use items but it does not show with my installation... Any help is welcome
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Files missing after installation?
Bogeyman replied to Bogeyman's topic in KSP1 Technical Support (PC, modded installs)
Yep, that was the problem! THANK YOU!! -
Hi i have downloaded KIS and KAS (latest versions) and installed them into the games folder by copying the folders into the main gameplay folder. Now, after starting the game, I get a big list of warnings stating "texture/winch... not found. Please check installation." "Sound/containeropen cannot be found. Please check installation" etc. etc. I checked the game folders and the files the game claims to be not there ARE THERE. So, what am I missing? Does this happen to others? Greets Chris
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Or, come up with some "Parking lots" in front of the Hangar (planes). In the aviation hangar before you click on "launch" you could select lot no.1, 2, 3 and so on... Then I have one rover pop up at parking lot 1, then for the other vehicle I want to interact the rover with I select no. 2. Out I go, flip-flop between the two. I understand what middlemass meant two posts above, but still, having to drive something off the runway and downhill on that plane is still quite tiresome. I also agree that it is not a good idea to be able to spawn wherever you want to.
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When testing new rovers or testing the interaction of two different or separate vehicles, I always have to spawn either at the runway or the launchpad (depending where you have built the craft). Now, if I for example would like to test if a fuel truck has the correct design to "dock" with another vehicle, I always need to spawn the first vehicle at for example the runway. Now, I need to drive this vehicle a little away off the runway to make place for the second vehicle. Then I spawn that one and have to drive this to the other vehicle. Does not fit? ARGH, have to do the whole procedure again. It would be really cool if I could select another spawnpoint for such testing purposes, say: In front of the hangar? Writing this, another idea pops up: How about a possibility to select any given location on Kerbin? Just my 2 cents Chris
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Being new to KSP, still playing vanilla. I am wondering if I should crank it up with KAS. What are your experiences with it? Worth downloading? Bug problems? I have this link: http://kerbal.curseforge.com/ksp-mods/223900-kerbal-attachment-system-kas (apparantly "KIS" must be installed first). Thanks in advance. Chris
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How to do Mining in 1.0.2
Bogeyman replied to Bogeyman's topic in KSP1 Gameplay Questions and Tutorials
Geschosskopf, (and the rest before you), great explanations, thanks! -
Hi all, I am looking for tips and/or tutorials as to how to use the ISRU and how to mine. Well, actually I know how the system itself works. I am rather interested in how do you setup a mining factory. How do you interconnect the parts? How do you transfer the fuel that you have processed to your landed spaceship or airplane? How do you "land" this on Mun or other planets? I found an old tutorial which is really awesome (http://forum.kerbalspaceprogram.com/threads/48876-The-art-of-modular-base-building), but it is old and is based on old parts. How do you do it in the new version? Any links, pictures, texts about your strategy is welcome! Thanks in advance Chris
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Pointing at Target - SAS
Bogeyman replied to Lorunification's topic in KSP1 Gameplay Questions and Tutorials
Are you sure that your SAS is actually set for the target? If it says "Orbit", of course you will not be able to point to a target. You need to set your navball to "Target" and then the Target/Anti-target buttons should appear again. That has nothing to do with your relative velocity.