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Everything posted by Mapoko
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I downloaded the mod a week ago and have not updated. On the Minmus contract it did say 49Km and below. I was trying to do 2 for one, but I will be launching another legit Mun Core next. Legit = to actually stay there. In any case I would've not been able to drop to 49K anyway. I completed my mission and now I have 1.05LF 1.28OX left. So pretty close.
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Crash switching to space center
Mapoko replied to Mapoko's topic in KSP1 Technical Support (PC, modded installs)
I tried everything so far, but crashes continue. I can not tell if it is specific mod or simply overload of the game. Started to remove the mods 1 by 1 until it stops crashing. Hope to find it, but not hopeful. -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Mapoko replied to nightingale's topic in KSP1 Mod Releases
All 4 were named "Com Sat Launcher Probe" as they were separated from the launcher. Later they were renamed to "Com Sat Probe 1-4"- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Mapoko replied to nightingale's topic in KSP1 Mod Releases
Thank you for the cooperation. I simply canceled them as I only lost the advance. No rep penalty or anything. Got the Mun and Minmus 95% coverage, but that is far from complicated. Maybe on my next startover few months ahead I will figure out where and what did I do wrong.- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Mapoko replied to nightingale's topic in KSP1 Mod Releases
Thanks. I hope canceling the 3 one will let me complete the 4 one and I will have my list clear. I canceled the 3 one, but I guess I have to re-launch another quad satellite ? I do not get it.- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Mapoko replied to nightingale's topic in KSP1 Mod Releases
Hello there. I am completely lost in RT Contracts. First, I am using stock tech tree, so it took awhile to get photovolt panels to have sustainable satellite build. I am playing on Hard, so every gain is reduced. So, I finally got what I needed and got 2 contracts. Launch 3 satellites and Launch 4 satellites around Kerbin. Contracts : My situation : What I launched the sats from (And possibly the problem): So, I align the satellites, Point a dish in a correct way towards each other, but it does not count. Says I need to launch new satellite. I try to never cancel a contract, but if you tell me I had to launch them 1 by 1 or I have to launch 3 more satellites just because ... This network is obviously going to stay, but the reward fades if I have to do 3 more launches + alignments. And maybe I may mess up some of the conditions then. So please tell me what I do wrong (if I do not have to launch 3 more) ? I was so excited when I got RT and realized there are contracts for it as well.- 557 replies
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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
Mapoko replied to bsquiklehausen's topic in KSP1 Mod Releases
Thank you for the response. I think KF actually have a code piece to add for different command modules. I will do that for my own personal use. And just a slight offtopic - due to my own fault I almost killed 3 kerbals and almost blew up my entire minmus facility due to forgetting the fact that the LAS is using mono and not solid fuel. Doubletapping space was bad, but I saved the situation somehow. Here's a wink about it :- 786 replies
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You were right about the tech tree. The first power generation in stock comes at 90 science. Being on Hard it was kind of hard to get to that, but being a newbie to those stuff I unlocked the one for the barometer for the extra science gains. Could not get 90 out of it, so I had to do many sub-orbital and orbital contracts. Maybe on normal it should not be such a hustle. So basically I got my contract for SCANSat to do low resolution scans (95%) pretty early and for ComSat Network I needed power generation.
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Crash switching to space center
Mapoko replied to Mapoko's topic in KSP1 Technical Support (PC, modded installs)
I admit I did only read the first post. I may give it a go tomorrow, but now I removed TWP and wll monitor the situation today. P.S. I removed TWP but it crashed twice since then. Not sure where this is from. -
Crash switching to space center
Mapoko replied to Mapoko's topic in KSP1 Technical Support (PC, modded installs)
As far as I know x64 have been cut from 1.0 on ? I do not see the option. My rig have 16GB of ram, so it is not a problem from hardware point. I will check the topic, but will my mods work if I run it that way? EDIT : After reading it it seems that if I go that way I am trading 3-5 crashes in 5 hours (give or take) for way more frequent crashes and not working mods and even more buggy situations. I am playing hard career, so for me there is no F5. I can not afford a version that is that unstable. -
Crash switching to space center
Mapoko replied to Mapoko's topic in KSP1 Technical Support (PC, modded installs)
Thanks, I will try, but TWP will be vital for my program in few days when I start moving in the system. Even more later. It happens in change of scenery. Does not matter from where to where. Happens on recovery of a vessel, changing from KSC to VAB VAB > KSC Never Tracking station > active vessel or VAB > Vessel or Vessel > Vessel. So I am guessing it crashes when switching to the stationary scenes. -
Crash switching to space center
Mapoko replied to Mapoko's topic in KSP1 Technical Support (PC, modded installs)
Crashes continue. Please help. http://s000.tinyupload.com/download.php?file_id=39481800633824537925&t=3948180063382453792558439 -
I may consider Space Y someday, but for now I am doing fine. I used to use it back in the days. About KJR - I used that in my early days when my design skills (and computing power of my old rig) did not let me use struts. Now I did not see any problems with the stock aero. FAR on the other hand ... but I decided not to use it on this save. I looked into sky and as far as I remember it was in 3.7 planet scale and 7 scale planetary distances ? I may consider both for my next save when I conquer this mountain. Also I am using KIS now, so if I need some emergency patch up to reinforce some dock I will use that option. As I said the main reason is that i am planning to assemble my stuff in LKO before I go to Duna/Eve and so on, rather than Space Y it all at once. Now my current trouble is to figure out RemTech. I have Stayputnik With no antenna I simply do not have control on the launch pad. The only antenna I have now breaks at 100m/s^2 I took few missions for escape orbit trajectory tests, but with the current parts I can not build a manned mission with enough dV to achieve that and return safely. So that is a pickle I am dealing with atm. Ever since I deleted FAR folder it seems that the crashes stopped. At least none today. So I guess the code name of that save will be RTT -Remote Tech Troubles. As I mentioned I also installed Outer Planet Mod, so I will have brain food for few months ahead. Thank you everybody for guiding me! I will make a hardcopy of the topic, so when I climb this hill and I am ready for the next one I should remember about all the additional stuff. Like FAR, DRE, SKY, Engineer based tech tree and so on. For now (and maybe next week) RT is simply overwhelming.
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Hello. After finishing my vanilla goals I decided to mod. For some reason it crashes when I switch to space center/recover vessel. I thought it may be the temp gauges, but I had them disabled last 2 times. My mod list : The latest crash report : http://s000.tinyupload.com/download.php?file_id=25244454867384638371&t=2524445486738463837138420 http://s000.tinyupload.com/download.php?file_id=18437481174263693090&t=1843748117426369309069444 Every mod is fresh, unless they added new version in the past 8 hours.
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I see every type of parts have separate branch. Seems logical, but at the same time a lot to take at first glance. Are the science requirement split as well or I require few times more science ? Also about the Taurus - I was trying to stay with stock (+ mod specific parts like scanners for SCANSat etc) parts, but I especially love the science lab design with the 2 compartments. - I just tried to fly with FAR and almost killed Jeb on my 2nd flight. Good thing that I got used to deal with emergency situations from my vanilla Hard career. Honestly I am not sure if I will be able to deal with all those changes at once. From learning to fly, to new parameters for reaching LKO to satellite arrays with perfect alignments to antennas ranges. I am seriously considering cutting off FAR and leaving that mountain for my next save, where I will focus on planes. EDIT: Also for some reason something is crashing my KSP now. And not sure how to find out, because I installed all those at once.
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Thank you. I will install the SM as well then. But about the KCT - although it adds huge chunk of realism I think it crosses the line for me and breaking the "game" experience for me. Anything else you might add or suggest to remove ?
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OK, I will do a research on FAR before I start tomorrow. I was always trying to be aerodynamic anyway. What was KCT ? I thought I am missing something - Connected living space will be installed right away. Not sure what Ship Manifest do exactly. Also - If I am completely new to RTech will the default RT antennas be strong enough for the Outer Planets Mod celestial bodies or I will have to plan operating windows bouncing the signal off Dress and Jool ?
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Here is what I installed : (Gameplay altering) TACLS + SETI greenhouse to compliment the stations for Outer Planets Mod. KAS/KIS RemoteTech + Contract pack - need to figure out settings, but I will be fine. SCANSat + Contract pack (Lite) Keep Fit - Funny little, but impacting mod I must have skipped seeing in 0.90 - expect to add towards reality. Especially high G death risk. Outer Planets Mod - first time using that, so it should be a challenge going there (and back). Stage Recovery - need to figure out settings, but I will be fine. ?Universal Storage - to compliment TACLS, but will see if it will be used much (or at all) Mostly for design purposes rather than using the converters. Having a greenhouse + converters will make the life just too easy. ?Kerbin Space Station Pack - I think there were stock contracts for that ? I may remove it. (UI and utility) Toolbar EVE Chatter Raster Props Vessel Viewer KER RCS Build Aid - for those non-symmetrical crafts. Kerbal Alarm Clock Alternative resource panel Trajectories Transfer Window Planner (Parts) Taurus HVC Will hold on FAR and DRE for now until I get used to all other changes. Also afaik there is no working background processing yet ? What do I use for TACLS and the rest? Community approval ? Something to add that I have not thought about ? I will avoid Space Y 5m engine pack, because I am planning to assemble my larger vessels in LKO before going outside Kerbin's SOI. Should count as part of the roleplay experience.
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[1.0.4] Contract Pack: ScanSat Lite 1.3 (23/08/15)
Mapoko replied to severedsolo's topic in KSP1 Mod Releases
Thanks. I actually installed "Outer Planets Mod", so I guess I will be picking this one. -
[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
Mapoko replied to bsquiklehausen's topic in KSP1 Mod Releases
Planning to implement Keepfit option ?- 786 replies
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[1.0.5] Contract Pack: SCANSat [v0.6.0] [2016-01-19]
Mapoko replied to DBT85's topic in KSP1 Mod Releases
Can somebody summarize SCANSat CP vs SCANSat CP lite? I am trying to have game-realistic experience. It will be on Hard, so I do not want large amount of free easy funds, that I suspect installing both will provide. At least from what I see in the pictures. -
[1.0.4] Contract Pack: ScanSat Lite 1.3 (23/08/15)
Mapoko replied to severedsolo's topic in KSP1 Mod Releases
Can somebody summarize SCANSat CP vs SCANSat CP lite? I am trying to have game-realistic experience. It will be on Hard, so I do not want large amount of free easy funds, that I suspect installing both will provide. At least from what I see in the pictures. -
I think I caught a glimpse on that in the past, but as I mentioned if I have to program my stuff, then launch them and just watch the auto pilot do it it is not the KSP experience I would like to have. I want to have full control and if my failing "A" key on my KB causes messing up my landing, then roleplay it and send a rescue mission if kerbals are still alive So to clarify - Want to have as close to real experience, but still gaming experience. Also I really really like to get a malfunction mod, but one that makes failures once in awhile to keep it interesting, but not reducing my gaming to repair service. Also this will be redundant with RT ? [h=1][1.0] AntennaRange 1.9.1 - Enforce and Encourage Antenna Diversity -- Now with Pretty Lines![/h]