Fizbanger
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Fizbanger replied to RoverDude's topic in KSP1 Mod Releases
I have nothing selected in compatible KSP version. My version is 1.7.3 with the Breaking Ground expansion. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Fizbanger replied to RoverDude's topic in KSP1 Mod Releases
Funnily enough I just check CKAN and the only USI mods there are USI Life Support and Tools. I'm assuming I'm doing something wrong here... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Fizbanger replied to RoverDude's topic in KSP1 Mod Releases
Sorry guys stupid question but how do I download this mod? GitHub has no obvious download button that I can see anywhere. Just a listing of the different version of the mod and it's content. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Fizbanger replied to RoverDude's topic in KSP1 Mod Releases
Yes that was a question and you gave me the answer. Thanks -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Fizbanger replied to RoverDude's topic in KSP1 Mod Releases
Just wanted to confirm this MOD works with KSP 1.6? -
Kerbal Space Program 1.1 Hype Train Thread.
Fizbanger replied to Whirligig Girl's topic in KSP1 Discussion
What's the date of the 1.0 anniversary? I guess I'm just looking for the release date. -
Kerbal Space Program 1.1 Hype Train Thread.
Fizbanger replied to Whirligig Girl's topic in KSP1 Discussion
I mean 1.1 -
Kerbal Space Program 1.1 Hype Train Thread.
Fizbanger replied to Whirligig Girl's topic in KSP1 Discussion
Do we have any ETA on when the next release will go into production? -
Planetary Intercepts - coming in too fast
Fizbanger replied to Fizbanger's topic in KSP1 Gameplay Questions and Tutorials
The thing is I used Kerbal alarm clock to work out the right transfer window for Dres. So I must have stuffed something up during the transfer and ended up coming in too fast. Are there any best practice type of steps you guys follow to make sure the orbits are similar? -
Hey guys, tried looking around but couldn't find a clear answer on this. I'm starting to do more and more interplanetary trips and quite often I just seem to be coming in way too fast. For example I just did a trip to Dres and once entering the SOI found that I would need to burn 3500ms to be able to circularize but looking at delta-v maps it shows something closer to 1200ms. So my questions are: 1. Is this normal and I am just misreading delta-v maps and need to build to suit? 2. Is there a trick for most efficient intercepts (e.g. coming in prograde or retrograde)?
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Hey guys, just to update the fix does not work for me. Copying the .cs file also has no effect - just everything bugged. Having said that, without the fix the only transmission that doesn't work is from the science lab - all other transmission works fine. Weird annoying bug. Love this mod though.
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So it looks like the dll fix works for some but not others. It's just a case of overriding the existing remotetech.dll right?
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Hmm, that DLL Fancymouse created doesn't fix it for me. It also seems to break lots of things as well (e.g. map view doesn't show anything, antennas say targets are unknown). I just revert back to the previous dll. Any word from MOD creator on official fix as yet?
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
Fizbanger replied to toadicus's topic in KSP1 Mod Releases
Yep that makes sense. Thanks for clarifying.- 577 replies
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
Fizbanger replied to toadicus's topic in KSP1 Mod Releases
I've double checked and it stays at 30tons both in VAB and on launch pad. I've tried without the clamps with exactly the same result. This is weird right - I'm not imagining it? Could it be giving me a DV without atmosphere taken into account when in VAB?- 577 replies
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
Fizbanger replied to toadicus's topic in KSP1 Mod Releases
- in VAB total 5.7 DV - on launch pad total 3.5 DV- 577 replies
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
Fizbanger replied to toadicus's topic in KSP1 Mod Releases
Hey guys I think I might be doing something wrong but using this MOD my total Delta-V calculation seems to change from VAB to Launch pad. For example I have a simple rocket to get into orbit which says I have total DV: 4.5Km in VAB and total DV: 2.7km on Launchpad - What am I doing wrong?- 577 replies
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Fizbanger replied to KospY's topic in KSP1 Mod Releases
So if I open the inventory and click it there it works fine. Must have been some other MOD I had installed that allowed me to do it by right-clicking on them. And used to be when on Kerbin they wouldn't even be wearing space suits until they got into vacuum. Anyway, thanks for helping with my silly questions. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Fizbanger replied to KospY's topic in KSP1 Mod Releases
Still no word on not been able to remove helmet? Everything else functions correctly. What weirdness! -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Fizbanger replied to KospY's topic in KSP1 Mod Releases
Hi Guys I just did a fresh re-install of the game including this MOD and now find I have no option to remove helmet. I've used CKAN this time to install MODs and I'm concerned I've gotten something wrong. What have I missed? -
Hey gents, I have another what you probably would call stupid question re Remote tech. By the way let me know if this thread isn't the best place for these questions. The issue I have is that I've setup a network around the equator and the polar orbits of Kerbin. If I have a craft at say Minmus for example I can now use the DTS antenna to just point at "Kerbin" and it sorts out whichever satellites it needs to connect to the relay network. However, if I have the same craft at Minmus try to do this with a Communotron 88-88 then I cannot focus it on Kerbin. I can point it at individual satellites with no issues but I cannot set it to "Kerbin". I get yellow coloured "ok" text when I try to do this. I have however used the 88-88 to target "Kerbin" successfully from greater distances (e.g. Duna) and it worked fine. What am I doing wrong? Does the 88-88 come with a minimum range I have missed?
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Thanks mate. And since I'm already here asking stupid questions, can one of you provide a quick tip of which variables need to be changed? Or is it just a case of setting all details under Orbit to be the same? EDIT: nevermind, all sorted. Thanks for the help guys.
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Thanks mate, where do I find that file btw?
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Hey guys, not sure where else to ask this so thought i'd just do it in this thread. Been playing with this great MOD for a while and one thing that gets a bit annoying is after any long time-warps, like those required for interplanetary trips, the satellites around kerbin all end up bunched up. Now I've used VOID to set their orbital period within decimal points of each other but is there any other trick that I can use to keep the satellites in their right locations? Or is having to re-adjust the network just something I'll have to get used to?
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Hi Guys Quick question: I've noticed that on some craft when I switch to them their wings start exploding in puffs of smoke. Does this happen to anyone else?