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Brigadier

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Everything posted by Brigadier

  1. Wow, I didn't know anyone else knew APL. Haven't seen that language in a very long time. We now return to the regular scheduled program...
  2. KSP 1.0.5, Quick Goto v1.21 My Quick Goto icon isvisible in the Admin Building and Mission Control but it doesn't drop down the options when I hover over them. It works in the Space Centre and VAB. What might I be doing wrong?
  3. stibbons,5thHorseman Many thanks...I was obviously looking in the wrong place. I never thought to look in the wiki.
  4. I've tried searching the forums but the search engine keeps returning an EX2 error with no descriptive text so if this has been asked and answered before, my apologies. Is there any way to add your own flag to the game? By 'flag' I mean the default mission flag that you select at the beginning of a new game. I've searched the KSP directory for any clues but can't find anything obvious. Cheers,
  5. CKAN Ringshine, KSP 1.0.5 (32-bit), Win7 64-bit What is the procedure to remove a single cached item manually to force a new download without screwing up CKAN? I was having a problem with one specific mod and I wanted to delete it from KSP's GameData folder and from CKAN's cache. Deselecting the mod from the installed list to get it out of KSP was easy. Removing it manually from the CKAN download directory caused CKAN to start throwing exceptions. My only other option seemed to be clearing the entire cache, something I didn't want to do if I didn't have to, but eventually had to. Was there a better way?
  6. I'm pretty sure that all you've got is the Mk I Eyeball and whatever zoom you have on the large map.
  7. Thanks for the update. I have enjoyed your mod's readability improvement and completeness of displayed resources.
  8. Wow, you guys have been great and, see, I knew it was something I was forgetting (forest...trees). I should have realized that the target polar orbit would have to pass over KSC twice per day - I didn't think it through and thought that I'd have to wait for Kerbin to move in its orbit (doh). Beefier lifters, aye. I had thought of this but discounted it for dV reasons. I'll have to try to engineer this solution just to learn from the experience, and compare to the brute force approach. Thanks to all.
  9. KSP 1.0 32-bit, Win 7 SP1 64-bit Tons of mods but I don't think they're relevant to the question. I've started my first career game and been having quite a bit of fun with it. I've received two contracts, one to rescue a Kerbal from an 80 x 80 km retrograde orbit and another to place a satellite in a polar orbit around Kerbin. I've attempted to launch a couple of flights to meet the parameters of the orbits and I'm either completely underestimating the dV requirements or I'm missing some orbital mechanics detail since I cannot reach these orbits without huge dV changes. In the first case, I've tried launching directly into a retrograde orbit since I believe that launching into a prograde orbit and then trying to reverse it would be silly. In the second case, the 9000 x 9000-ish km, 90 degree target orbit is currently offset (rotated) from a direct launch to polar orbit by about 60 degrees but I can't seem to rotate my orbit sufficient without huge dV requirements. I've resigned myself to wait until Kerbin moves around the sun until the target orbit can be reached with a polar launch from KSC. I believe these to be sort of the same problem. Am I correct and is there a better way that I'm not considering? Do I just need to design more dV into my boosters? I appreciate any help, but I don't need a detailed solution preferring to do as much as I can myself, i.e. please don't give me too much info. I just want to know if I'm going about this completely the wrong way. Cheers,
  10. So, is there any point to installing this mod? Or is it just the containers that I shouldn't use?
  11. Thanks! I didn't know if it was that simple. It also occurred to me that I don't run the game through Steam, just purchased through them. Ok, trying this. Copying was easy, configuring CKAN to point to another instance was straightforward and, removing unwanted/unnecessary mods trivial. Now to run the game... I will investigate this as well. I've already removed the procedural fairing and that didn't help. If I strip the sub-assembly out, it'll probably work and I'll proceed from there but I haven't yet figured out how to add only portions of the lander sub-assembly back in. I did have problems with getting the lander engines to attach in the first place, so perhaps you're right. My first thought was that for some reason the lifter and the lander first stages were being triggered by the same staging command. Just a WAG, though. EDIT: I duplicated the problem on the launchpad with just the lander and believe that completely removing and replacing the decouplers has solved the problem. I discovered this in my test KSP installation and replicated the fix in the "live" installation. With many thanks, you've provided me with another tool to fix my own problems.
  12. I've installed KSP via Steam. Rhetorical question: How do create a 2nd install? Hmmm, more experimentation! The rest makes sense and it'll be more than a few hours.
  13. I've built and lifter and lander for Mun exploration. The lander was created as a sub-assembly and inserted. When I launch, the first stage fires correctly but the lander's engines also detach causing catastrophic launchpad failure. I've rechecked the staging and it appears correct (i.e. the lander engine decouplers are nowhere near the first stage), and I've rebuilt the lander descent stage. Neither effort changed the behaviour. Prior to this, I've successfully launched crewed missions to Mun and Minmus using a similar rocket. I've taken screen shots, I hope you can access them and the .craft files below. KSP Version: 1.0.4 Installed Modules: - ActsEW 1.5 - AGExt 1.33a - AlternateResourcePanel 2.7.3.0 - AstronomersPack-Clouds-High Interstellar.V2 - AstronomersPack-DistantObjectEnhancement Interstellar.V2 - AstronomersPack-PlanetShine Interstellar.V2 - AstronomersPack-SurfaceGlow Interstellar.V2 - CapCom 1.2 - Chatterer 0.9.6 - CommunityResourcePack 0.4.4 - CommunityTechTree 2.1 - ContractConfigurator 1.7.6 - ContractConfigurator-ContractPack-SCANsat v0.5.2.1 - ContractsWindowPlus 5.3 - DistantObject v1.6.2 - DMagicOrbitalScience 1.0.8 - DockingPortAlignmentIndicator 6.2.0 - EditorExtensions 2.12 - EngineLighting 1.4.0 - EnvironmentalVisualEnhancements 7-4 - ExtraPlanetaryLaunchpads 5.2.2 - FirespitterCore v7.1.4 - KAS 0.5.4 - KerbalAlarmClock v3.4.0.0 - KerbalEngineerRedux 1.0.18.0 - KerbalStats 2.0.0 - KIS 1.2.2 - ModuleManager 2.6.8 - NavballDockingIndicator 7 - Olympic1ARPIcons 0.6.0a - PlanetShine 0.2.3.1 - PortraitStats 6.0 - ProceduralFairings v3.15 - QuickGoTo v1.20 - QuickSearch v1.13 - RasterPropMonitor v0.23.1 - RasterPropMonitor-Core v0.23.1 - RealPlume 1:v10.4.9 - RealPlume-StockConfigs v0.8.1 - SCANsat v14.2 - ScienceAlert 1.8.9 - SmokeScreen 2.6.9 - TacFuelBalancer v2.5.1 - Toolbar 1.7.9 - TransferWindowPlanner v1.3.1.0 - UKS 0.31.10 - USI-LS 0.1.5 - USITools 0.5.1 - xScience 4.10 https://www.dropbox.com/s/gcxrfduac4r6u52/Mun%20Lander%20II.craft?dl=0 https://www.dropbox.com/s/y3otejmubne32pg/Lander%20Mk%20IIb.craft?dl=0 https://www.dropbox.com/s/n7lxb7r6vqbs3pi/screenshot25.png?dl=0 https://www.dropbox.com/s/jhmxi9u9axg4982/screenshot26.png?dl=0
  14. You aren't, perchance, holding down both G and H keys at the same time? I don't think this is supported.
  15. Fair enough, but how does one tell? KIS doesn't appear to give any feedback that the part won't fit. I've emptied everything from the inventory so I now have 296L available (I have to keep a screwdriver) - still no joy. I eventually moved it by grabbing it on the way by in the right direction and reattaching it along the route, but what if I need to change attitude or altitude? That's cumbersome. I'll get the hang of it eventually Edit: Well, volume was the culprit. I put four OX-STAT panels, a battery and a strut in the inventory without a problem. At least now I know if what I was doing was even close to correct. I also found the part volumes and saw a KIS alert telling me that trying to add a part to the inventory wasn't going to work for lack of space. Odd that I saw that one, but not with Illuminator. Thanks.
  16. I've just started experimenting with KIS and I can't get this to work despite this help. During an EVA, I've successfully detached a Mk 2 Illuminator but can't get it into the Kerbal's inventory. An inventory slot is available and there's 70L of space left. I've RTFM and tried holding the 'G' key, the left mouse button, and dragged the part to the open inventory but the context menu disappears behind the inventory window. I've released the 'G' first and the mouse button first with the same results. I must be thick (or just a little short of O2 on my EVA) but what the heck am I missing? Is the part too large? Another question: Is placing the part in the inventory the only way to detach a part and reattach it a long distance away, i.e. outside of the Kerbal's immediate reach? I tried translating using the RCS but the keys don't respond if I've grabbed a part. The only way I can regain control is to let the part go.
  17. "Mods that every player should have" certainly leaves the door open to interpretation. I'll try to meet the spirit of that title by suggesting the following for an improved KSP experience, from my POV. I've played mostly in Science and have started a Career game so this taints my perspective. Should Have KER (or something equivalent), just because that data should be available to any budding rocket scientist. Don't leave home without it. Kerbal Alarm Clock, because time waits for no one (except for quicksaves and reversions to launchpad) More system memory. My crashes almost completely disappeared when I upgraded from 4GB to 12GB RAM. (Just thinking outside the box; is this not a mod too??) I've not tried MechJeb or FAR, so can't praise their usefulness. Nice to Have Orbital Science SCANsat Science Alert USI MSK/OKS (too many new parts...I can't find the stuff I need ) I have about 30 mods installed (some are dependencies), but these are at the top of my list. I guess I, too, need to try some others based on what I've read here, such as Precise Node and Asteroid Day. Then again, wasn't that the point of the thread? Disclaimer: No criticisms of others' play styles is stated or implied . You mileage may vary.
  18. Admirable goals. I believe that the in-game help would be the best first step but it depends on how most people learn their mods in KSP. Do they visit the github (or any other) widi pages, troll the forums, wing it, dive into the sandbox...? For me, it's the in-game help. Just my 2 cents worth.
  19. You're absolutely correct. I reread (a couple of times) all of the documentation on github and that what it says in Section 3c - disabling Stock Scanning also turns Instant Resource Scanning off. I'm also clearer now on the what those actually mean to gameplay. If I have it right, amongst other effects, disabling Stock Scanning means that all scans will require surface overflight to build the scan results (non-instantaneous) and if there is a separate scanner for a given resource it will be used instead of the stock parts. My difficultly came from not understanding what stock scanning did and how it did it, having only had access to the M700 from the tech tree before I installed SCANSat. Gotta love the learning curve.
  20. Thanks, I was hoping it was that way. I'll eventually get to MKS once I've figured how to get into orbit reliably with payload. Sorry, another question came to mind: I'm not clear on what the options "Instant Resource Scan" and "Disable Stock Scanning" do and how they interact. I've reviewed what you've already written on the first page and on github but I don't understand the ramifications on the game enough to feel comfortable changing them. Which combination provides the most immersive game play? If I understand it correctly, the former disables the stock parts' instantaneous scan time. The latter completely replaces stock part behaviour and makes everything work like SCANSat parts.
  21. Just wanted to say that this is truly a great, playable mod. I'm not doing career yet (soon, soon), just playing around in science mode mostly, but it provides a great incentive to plan missions, establish different orbits and teaches patience. I've read half of this forum and the github release pages, and still have a question. I use the Resources button on the big map and under that I see only "ORE". I've been scanning Kerbin and the Mun with a M700 and all of the SCANSat parts (I realize that they aren't resource scanners but I'm just to figure out what they do and how best to deploy them) in sandbox mode. I compare what I see on these forum and release pages and am wondering how to view all of the other resources that seem to be available. Are these from other mods or have I just not gone where these resources exist?
  22. I think I've planned more rescue missions than actual science-gathering missions. Getting stranded because of a lack of fuel/electricity/landing craft stability is only just behind showering pieces around other worlds as I struggle with limited resources at landing.
  23. According to the error.log file, it appears you have a 4GB system. When I got this same error (and it happened a lot), I had to reduce the screen resolution and turn anti-aliasing down to none. I'm running an older Radeon HD5700 series card with 1GB of DDR5 memory. I've since returned the AA to its previous level (x2) and haven't experienced a crash since. There may be other graphics effects that might impact this phenomenon but I haven't played around with it too much. I'm happy it's stable and without doing any research, I don't understand most of the graphics settings anyway. Time to do some digging, I guess. My 2 cents worth.
  24. In my limited experience, my mono.dll error was caused by my setting s too high a screen resolution. I reduced it and set AA to none and haven't had a crash since (easily 16+ hours of game time). Could it be because of your gfx card? YMMV
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