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dresoccer4

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Everything posted by dresoccer4

  1. i'm here, but i have not tried the config mod yet as not been able to get back in the game (real world beckons)
  2. hey-o. So I was stoked to find this mod up and running, but am having a touch time getting it to work. I'm on current KSP version with both DLCs... I downloaded it from github and installed in: Kerbal Space Program\GameData\WheelSounds. Then i made a small rover with 4 RoveMax Modes S2 wheels. However as I drive around there are no wheel sounds, just the regular ambient space sounds. Is there something else I need to do to get it to work? Thanks!
  3. heyo, quick q: i downladed the RVE64k_Kerbin_Clouds_for_Spectra-1.1 file and have a couple qustions: 1) does this work with regular stock spectra (non-real solar system?) 2) to install do I need replace files in the Spectra/textures folder or simple install along-side the regular 8k clouds? will that double up on clouds and memory usage? thanks!
  4. just reporting back all of the hard work has paid off, we have a successful touchdown on the Mun. And it's extra cool because you can re-attach the rover to the dropship t re-fuel it by slowly retracting the pistons and "sitting" down on the rover. Fun!
  5. hey, I'm back with another question, this time about the KAL-1000 and robotic parts. I'm trying to make an automated landing gear action using the KAL-1000 program. As you can see in the screenshot, I rotate the hinge downwards then extend the piston. Simple stuff. I have the Kal-1000 "toggle play" action linked with the gear key ('G'). This works great to extend the gear, however it's then stuck down. My question is, how can I set up the program to run forward to completion when I press 'G', then if i press 'G' again, it runs backwards to completion (not looping continuously). Thus making a full landing gear action. I'm new to this so I assume there's a way to do it,I just haven't been able to figure out yet. Thanks!
  6. LoL and we're back where we started. the circle of KSP life
  7. this seems to work well, thanks (shown in screenshot). however it's a little strange that you can eject the fairing, but the bottom part of the rocket is still magically attached to the fairing base until you activate the decoupler. But this seems to be the best and easiest use of all the combinations so far
  8. hmm, actually still having problems with this without the engine plate. I can't find a way to decouple the fairing while still leaving the rover attached to the ship. if the decoupler is above the rover, it decouples the rover. if it's below it, the fairing base remains attached. EDIT: I kind of finagled it by attaching the fairing base to the bottom of the rover instead of the rocket itself. seems to work *shrug* Thanks everyone for throwing in your 2 cents, it's been a very illuminating discussion
  9. this solution worked great! I actually didn't need a decoupler either. I put down my engine plate, then attached my rover below it (with small docking nodes). Then put a fairing plate on the bottom connection node of the engine plate and built the fairing up. That's it! I also disabled the fairing action and just used the engine node, since it has a built in decoupler.
  10. Well I guess that's the answer right here! good to know. they sure look like a fairing . Is there a way to achieve what I'm doing using a fairing? Using an engine plate is so handy because it automatically builds the shroud around your structure then easily allows construction below it, in 1 seamless design. How can I achieve this with fairings? thanks! this actually did work . my antenna i'm using is super small, and the "extended" version is just literally turned 20 degrees to the right. Didn't realize that'd make it fragile. thanks mate
  11. Hey there! So I'm running into a frustrating issue. As shown below in the screenshot, a small antenna is breaking apart upon ascent, even though it's protected under a shroud. I have a small rover attached under an engine plate, and there's small antenna on the rover. Consistently upon ascent, it breaks off very quickly. The rest of the rover remains in good shape. What's going on??? P.S. I tried to use the alt+f12 cheat mode to stop it from breaking but its STILL breaks even with "no crash damage" and "unbreakable joints" enabled
  12. Are you sure that's the right protocol? I have been posting in the release threads as well, but it didn't seem respectful to have long back and forth conversations about my specific issue gumming up the thread. Rather a dedicated thread solely for the discussion of specific things seemed the better route so as to not annoy people who may be following it. See what my logic is here? This forum is called "Add-on discussions" and that's exactly what I'm posting about so it seems the right way to go about these things. Though if there are more specific rules about this here I'm all ears.
  13. hey, quick q! is there a 1.875m fairing? I have unlocked the 1.875m core but I don't see a matching fairing. so wanted to check if the issue's on my end. thanks. EDIT: looking in the Universal Storage/Parts/Shrouds folder, I don't see a 1.875m shroud .cfg file, so looks like there isn't one. This confused me because the mod description says there is?
  14. oh i didn't know that. i saw it recommended in several different places when looking for contract packs, i think even on contract configurator's own page, so assumed it was working ok.
  15. hey y'all, quick question: In my SETI contracts pack, I want to accept the "Manned Minmus Landing" contract. However, as shown in the screenshot, it says I can't accept until I complete the "Minmus Landing" contract. However, as you can see in the screenshot, there is no "Minmus Landing" contract in the SETI Contracts pack. Is anyone else experiencing this? Am I doing something wrong? Is there a workaround? thanks!
  16. 'ello! quick q: does this mod enhance regular rockets/space stations/landers as well? i watched the vid and it was only planes, so wanted to see if it was worth it for just doing regular space stuff. thanks!
  17. Hello, quick q: what does the "MJ" button do, under the scansat zoom map waypoint selector? When you hover over it says "Set mechjeb landing target". However when I click it, nothing happens
  18. Thanks for the quick reply, and I can see how your way does work. However I'm wondering about the button in the small scansat window (shown below) that specifically says "Set mechjeb landing target". However when I click it, nothing happens
  19. hi, quick q: how do you clear a mechjeb landing target? I accidentally clicked "set" when I wasn't ready, and now I don't see a way to "unset" the landing target. thanks!
  20. A couple quick q's, I looked in the wiki but didn't see the answer: 1) how to do you delete waypoints from the small map? 2) how do you select a waypoint as a mechjeb landing target from the small map? thanks for a point in the right direction!
  21. thanks for confirming! while obviously not game breaking, maybe it's a sign of some other underlying issue in the code. good to know it's not just me breaking it
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