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carlorizzante

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Everything posted by carlorizzante

  1. Assuming RemoteTech is installed, there is any other way to land a probe on a distant body other than kOS, or a Command ship? Both solutions seem overkill, one is a bit too technical for the casual player, the other is a bit of a nonsense. It would be awesome if RemoteTech would have some sort of rudimentary landing assist, just like it has already a basic flight assistant. Edit: Ok, what about a suicide burn programmed with a maneuver node? Warzouz proposed it for other reasons, but it might very well work for landing a probe with RemoteTech as well. "...you could also do a direct landing. Set your PE near the surface, set a node at PE, pull it until it flips. the start landing at the count down = burn time. It's a hyperbolic suicide burn . I did it once or twice. Fun but beware of cliffs!"
  2. I feel that Research Bodies is a bit overkilling and adds too much complexity. But I've never tried it so I might be wrong. I'd like that the main planets (and perhaps their primary moon) be known already when the game starts. But at the same time I'd like to have to investigate/research in order to obtain a complete map of the Kerbol system including the smaller celestial bodies and moons. Perhaps even the far distant planets shouldn't be visible at first without proper tech. That's not very dissimilar to what it's already implemented for asteroids.
  3. Perhaps you could remove it with a mod? Like the Monolith mod? :-D Indeed the Monolith(s) mod could create an whole new side story revolving around the Monoliths located on various planets in the the Kerbol System, similarly to 2001 Space Odyssey. What language are mods written in? If I could do it in Javascript I'd love to.
  4. Ok, so there is a way? Which direction should I rotate, please? Because I've tried that, and it didn't seem to matter much. I'll try again later this evening. ps. Does the ALT key work also on Mac? EDIT: Ok, I managed. Thanks
  5. The wheels are impossible to attach. I tried in every possible way I could think off. Pressing the ALT key disables the symmetry mode, and if I miraculously attach a wheel on the left side (turned 90 degree, go figure...), there is no way to attach the wheel on the right side. So I end up having wheels on the left side, and no way to attach wheels on the right side. I give up. I love KSP but it's so frustrating to play with at times. Why it's so?
  6. This my little thing. It's quite fun to use. It requires very little tech (you can basically make it straight at the beginning of a career mode), less than 30 parts, and it can climb quite high. The main white tank that I've used as fuselage is from KW Rocketry, but the stock one will do just fine as well. Once I'm entering the checkpoint I activate the rocket engine and simply head straight up. Once I've taken the crew report I simply glide down and eventually use the drag chute if I need to kill excessive velocity. Two parachutes will land it softly on ground. I plan to improve its design once I'll have to climb higher or bring more science on board. But I think I'll keep the Junos 'cos they're light and have good performances after all.
  7. Hej Ghost_sox, I feel your pain. At times I find KSP frustrating as well. My main issues are related to bugs and perhaps too many installed mods. The game in itself is genial and the simplified physic offers a challenge that's at same time enjoyable. I can't give you any technical advices since I am by no mean an expert and I agree that KSP can be frustrating in multiple ways. But do not give up yet, c'mon, what's cooler than a game about rocket science? Seriously. Hope you'll figure it all out and start having real fun. Good luck!! ps: Myself I'm still working on getting a decent gravity turn and to get into orbit I need like 50% more fuel than what people usually say it's needed. Actually I'm learning from this thread! Thanks.
  8. Same issue. I figured it was related to RemoteTech and the latest update for KSP to 1.1.3. Bummer...
  9. Edit: Ok, I managed, but now I've other issues probably not related with merging. With probes antennas and solar panels do not extend, it might be an issue related to the last update (KSP 1.1.3) and RemoteTech.
  10. Thanks. I'm on Mac so I install mods manually. It is likely that I've screwed somewhere :-D I'll keep you posted if I'll have more data. Thanks so far, it's unbelievable how much goodness one gets for free thanks to modders. You guys are awesome.
  11. I've used the Tutorial missions as quick test, but the issue did happen at first during a campaign. I had to restart a campaign because the game couldn't load the ship. It was the very beginning of the campaign and I've lost Valentina. I've started a new campaign and similarly I've lost Jebediah on his way back from the Mun. I've later started to suspect that some of the RoverDude mods could have been responsible for the issue when I've noticed that they were responsible for a similar issue when trying to load a tutorial (couldn't load the ship). I'm now starting a new campaign (a third) without any of the RoverDude mods, and hopefully I'll not have the same issue again. I love RoverDude mods. They look really cool and add to the gameplay. Unfortunately for one reason or another I didn't manage to have a campaign rolling in a year. Let's see if I will finally be able to play
  12. Hello, and thanks for the mod. I'd love to use it, unfortunately I'm experiencing a strange bug when I install it. When loading a scenario or game in progress, as soon as the ship appears on screen the camera shift to one side (usually to the left) and quickly (a fraction of a second) the ship disappear. Other times the ship does not show up at all, and the camera does not work. Sometime it is not possible to quit the game and I have to force quit it. I'm experiencing this issue since a month or so and since then I am simply trying to narrow down which mod causes it. I suspect it is USI LS, but in general it seems to be related to one of your mods because the issue resolves when I delete the "UmbraSpaceIndustries" folder. I run KSP 1.1.2 on a MacBook Pro Retina early 2013 and OS X 10.11.4 Any way could I help you in finding out what actually happens? ps. My usual test is to add or remove a mod and load a training mission. The Docking and first Asteroid missions suffer this issue (ship disappearing and/or UI becoming unresponsive).
  13. I'm happy to confirm that SR works. Perhaps I wasn't doing things properly myself, or perhaps some mods conflicted, can't say. Either way, the mod works on my system, and it's awesome, thanks! Edit: Actually, perhaps I wasn't properly setting the minimum pressure at 0.5 :-/
  14. Hej, just want to say thank you for your time and efforts. I've read few very irritating posts blaming you for not being able to update TWP, and that's not really a nice thing.
  15. Looks great! Quick question, what the Scientific modules in your pack do? I've never got to build a space station.
  16. I'm not an expert on the topic in any sense, but I'd expect EVA suits to have their own gas tank or equivalent well isolated and secured built in in the suit. It seems pretty risky to me to have to transfer monopropellant in and out gas tanks while inside a capsule floating in space. But hej, KSP is primarily a game, so what ever makes you happy, it's totally fine. I was just asking 'cos I was curious to know if this mod adds a bit of realism, or a bit of gameplay.
  17. Why would you screw you poor Kerbals that way? :-D Beside the joke, is it realistic to have monopropellant going from a EVA suit back and forward into a capsule tank?
  18. I do as well. Pressing "Stage Only" on Resources makes it go blank. There are a bunch of other small issues that I'm confident Squad will fix at some point. Hopefully sooner than later For example, forget about landing a plane with LY-01 or LY-05. I've also noticed that in 1.1.1 placing an Elevon-1 on some wings is impossible, but perhaps those aren't stock since I can't find the exact model on the Wiki page. I also have troubles attaching legs to rovers in the VAB or SH. Anyway, so far the game is playable. If it was too easy we wouldn't like it Very happy they keep working on it.
  19. Sorry for the stupid question, but how do I manually install those RPM add-ons? (I'm on OS X) RPM needs its own JSI folder into GameData, which has other folders. Should I unpack and move other cockpits and internal views into GameData/JSI, or simply into GameData? Some of those add-ons for RPM do not show or indicate precisely where they need to be. There is also a folder GameData/ASET that should contains ASET_Avionics and ASET_Props.
  20. I still have serious troubles trying to take off from the runaway (upgraded) with the basic legs. The plane goes kaboom as soon as I touch 20 km/h :'( ...landing is totally out of question. Flying was such a pleasure before 1.1, I hope they'll manage to fix this part at some point.
  21. Hello Nereid, I tried today your plugin and unfortunately the icon to open the configuration panel does not appear in the default bar, neither is selectable or addable to the Blizzy78 Toolbar. So I ended up with the full set of nano guages that, even if amazing as for its look, covers a good portion of the screen. I run KSP 1.1 on a MacBook Pro early 2013.
  22. Thank you! Would love to learn how to make a contract pack on my own. I've some ideas I'd like to test out. But so far, any new new contract pack is super welcome. Thanks
  23. Hi, Magico13, thanks for Stage Recovery, I used it with great delight since a week or so on KSP 1.1, and it was working perfectly. Unfortunately today it silently stopped working. How can I help you in figure it out the reason why? Yesterday night I've installed few new mods and perhaps some conflict with yours: - B9PartSwitch (updated) - FP-KOAS (updated) - EVA_Transfer - Final_Frontier - RealPlume - HyperEdit - PreciseManeuver (updated) - Hangar_Grid - Mk1_Cockpit_RPM_Internals - Contract_Pack_Historic_Missions - Buffalo - KerbalImprovedSaveSystem I removed Stage Recovery and reinstalled it with no success unfortunately. Now I'm removing all the recently added mods to find out if SR reactivates.
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