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Everything posted by Hoddd9000
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I'm having an issue with square clouds on Huygen. This is with the latest versions of EVE-Redux, KSP and JNSQ, as well as scatterer v0.0772. All other mods are part/utility mods.
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Has anyone made a config for the 0.08XX version of Scatterer? I’m having major rendering issues with the 0.07XX versions but the newest version works aside from the compatibility issues.
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[1.12.x] Far Future Technologies - October 9
Hoddd9000 replied to Nertea's topic in KSP1 Mod Releases
Unfortunately Scott mentions that the method in his video is not appropriate for low-thrust spacecraft (TWR<0.3) which is an issue with some of the very low-thrust engines in the mod. Maybe someday someone will make a mechjeb plugin that can plot such trajectories, and maybe even spiral climbs. Update: I’ve had some good results just using mechjeb porkchop plots and basically following those maneuvers, using node splitter to perform the initial ejection. TWP should work as well but it seems to have issues computing transfers north of 20-30 km/s dV. -
[1.12.x] Far Future Technologies - October 9
Hoddd9000 replied to Nertea's topic in KSP1 Mod Releases
This mod is incredible. What’s the best way of utilising the end-game engines in this mod? It there a mod that lets you set up brachistochrone trajectories in KSP or is it feasible to just burn towards target, then flip and burn target retrograde half way? -
Today I set up a base on the Mun in my JNSQ career save. Launching on my new Hammurabi launch vehicle. Fast forward to the deorbit burn... The crew deploys the surface experiment equipment, and begins stocking up on supplies for the first 12-day night.
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A while ago I began a project to set up a crew station and fuel processing station in the Jool system. After launching the crew station, I put a 9-engined, 1000-ton nuclear-electric tug into orbit and hooked it up to the handling station. I then launched the crew station and unceremoniously docked it to the end of the beast. Lateral movement was virtually impossible, so I got them close and turned the ports towards each other and simply gave the station some thrust. I also sent up a crew in the trust Razor SSTO to help with assembly. Without a doubt the most spectacular spacecraft I've ever put together in KSP. Sadly, it was to not be. It burned well, and was comfortably on its way to Jool, but when I loaded in for a midcourse adjustment it just plain exploded. No matter how I warped, saved and loaded, one of the engine nacelles would always explode catastrophically when I loaded the craft. I suspect it might have had something to do with autostrut, but really have no idea. So I made the decision to completely retire the save, and move to a new install on 1.9.1. I accidentally deleted the entire install and lost any screenshots not already uploaded to imgur, which is why I have no pics of the damage or the Jool injection burn. I plan to re-attempt colonisation of Jool with the same method at some point, but I'm pretty done with enormous spacecraft for now so I'm going to switch it up for myself with an Eve return mission, which is another first for me. I began with a crew transfer spacecraft. It's a very simple thing; way over-ranged with a heat-shield for aerobraking in Eve's atmosphere. The lander will be sent separately. Other plans for this save include an unmanned mission to Eeloo, a manned mission to Moho and an asteroid rendezvous. I've lightened up on mods to foster stability, so hopefully I can actually complete my goals this time.
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Hoddd9000 replied to politas's topic in KSP1 Mod Releases
Clean 1.9 install, trying to install mods from a ckan mod file. Worked previously with the exact same mods and game version. Getting this error: -
[1.12.x] Near Future Technologies (September 6)
Hoddd9000 replied to Nertea's topic in KSP1 Mod Releases
I'm getting a slight issue with the NF systems manager and NF electrical. It won't let me display the systems manager and reactor manager at the same time; if I try it just shows a blank grey window with the systems manager's "thermal" and "electrical" buttons at the top. I have around 30 mods, are there any known incompatibilities or is this a known issue? -
Booted up the game for the first time in a while and jumped right into my 1.7.0 save. Started off by launching an interplanetary passenger spacecraft, the IPCV Agamemnon. Built for up to 12 Kerbals with somewhere north of 8000 dV. Supplies were omitted at launch for weight savings and had to be delivered after launch. I pulled a 30-ton SSTO from my library of craft from older saves, but it turned out to be lacking in the RCS department. I tried jettisoning the payload and having Valentina chase it down in a claw-equipped support ship (pictured docked to the Agamemnon) that I brought over from the the local space station, but I realised that would be even harder to dock and so abandoned the mission and returned to the KSC. The support ship still turned out useful though, as I nicked some lithium out of its tanks to top up the IPCV. The Agamemnon needed a destination, so I built a space station for it: June Station. Two centrifuges, eight greenhouses and a 4-ship spaceport will make up to 50 Kerbals feel right at home for up to 450 days. The plan right now is to put it in Laythe orbit and use it in conjunction with a fuel/ore processing station as a base of operations for Jool exploration and exploitation. I probably won't end up doing much, if any exploring from June, but I still enjoy setting this stuff up. Before I deprecate this save and update to 1.7.3 with BG, I also want to launch some smaller manned missions to Dres, Moho and Eeloo, since I've never actually completed manned missions to those.
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Finished my LKO general purpose/lithium refuelling station. Also tested a planetary base system on Minmus, which had to be aborted almost immediately because I had no way to start up the habs or agroponics system.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Hoddd9000 replied to IgorZ's topic in KSP1 Mod Releases
So that's why nothing was working. Uh, any idea if updating to 1.22, running the game and playing in a save for a couple hours, and then reverting to 1.21 will cause any issues? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Hoddd9000 replied to Thomas P.'s topic in KSP1 Mod Releases
It does not work at all. Certain mods like OPM, Extrasolar, JNSQ, etc require it, which means those mods do not work with 1.7.1 for now. The next Kopernicus update features large refactors and other changes which means that some of the aforementioned mods will have to be updated before they can work with the new Kopernicus and 1.7.1. -
edit: double post cause excrements internet
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Have you had a chat with the CKAN boys? Sometimes the bot fails to index mods and they won't know about it unless someone points it out
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How long does it typically take for mods to be indexed on CKAN? Really excited to use this in parallel with the new DLC.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Hoddd9000 replied to RoverDude's topic in KSP1 Mod Releases
What happened to the Atlas domes and WOLF project? I saw some posts about it a couple months ago and it sounded like they were close. Sounded awesome. -
[1.12.x] Near Future Technologies (September 6)
Hoddd9000 replied to Nertea's topic in KSP1 Mod Releases
I can't seem to get the Octo-Girder octagonal docking ports to actually dock, they just bounce against each other. The magnetise, but don't dock. And yeah, they're the right way round. Edit: with a bit of Q-ing and E-ing it eventually locked, seems like they are just VERY particular about their alignment. Great for perfect spaceships, but damn does it take patience. -
[1.12.x] Near Future Technologies (September 6)
Hoddd9000 replied to Nertea's topic in KSP1 Mod Releases
I’ve seen some screenshots going around of NF spacecraft IVAs featuring moardv’s new IVA mod; is it being integrated as a replacement for RPM for the newer pods or are the pics someones DIY? -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Hoddd9000 replied to Nertea's topic in KSP1 Mod Releases
Any tips on preventing heat buildup during timewarp? I can run a 800kW heat output reactor and a Charon thruster at full pelt until I run out of lithium without issues but time-warp causes the rads (VF-150, 900kW cap total) to heat up to 100% spontaneously, even with the reactor at 8% and engine off. E: After further travel, it seems like the rad heat is just plain unpredictable at warp. -
It's behaving a little erratically lately. I'm getting errors on Chrome that resolve after a couple refreshes and CKAN download errors for mods hosted there that can usually also be resolved by a retry.
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- totm july 2019
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Hoddd9000 replied to politas's topic in KSP1 Mod Releases
I'm trying to get CKAN to work with a fresh 1.7.0 install but when I try to add a new instance of KSP it seems to want me to select a file rather than a folder, and I can't see KSP.exe in the KSP folder. What am I doing wrong? EDIT: Nevermind, selected the BuldID file. EDIT 2: Alright, new issue. I get a massage saying: One or more downloads were unsuccessful: Error downloading HeatControl 0.4.11: The remote name could not be resolved: 'spacedock.info' Error downloading KerbalAtomics 1:1.0.1: The remote name could not be resolved: 'spacedock.info' this message continues to about half of the mods I've selected. What's the problem? -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Hoddd9000 replied to Nertea's topic in KSP1 Mod Releases
Love the stock docking port rework <3 -
[1.12.x] Near Future Technologies (September 6)
Hoddd9000 replied to Nertea's topic in KSP1 Mod Releases
Beautiful new pods, very well done. RasterPropMonitor screens have vanished from all pods, however. Bug or intended removal like last time? Read the FAQ, same as last time; more renovations. Looking forward to having them back, the intereriors look just as beautiful without them though -
Beautiful collection. I'm getting an error saying I should run DirectX9 instead of Direct3D9. What does this mean?
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Equivalent of Astronomer's visual pack ?
Hoddd9000 replied to nathan.k436's topic in KSP1 Mods Discussions
None needed, themaster401 has updated the original masterpiece to 1.5.1