Maestro22
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RP-1 Realistic Progression One for KSP 1.12.3
Maestro22 replied to pap1723's topic in KSP1 Mod Releases
Thank you for the reply. Maybe I'm looking at the wrong place? In the store (link) I can't find any older versions. (Feeling a bit like an idiot... ) Alternative question: Is there a plan/roadmap for RP-1 for version 1.8.1? -
RP-1 Realistic Progression One for KSP 1.12.3
Maestro22 replied to pap1723's topic in KSP1 Mod Releases
Sorry for a probably stupid question here... (I played KSP for many years, but have several months of "dehabituation" behind me...) I wanted to follow the installation instructions. It starts with an installation of KSP 1.7.3. I have kept some older versions downloaded, but not this exact one (I have 1.7.2 instead). The current downladable version of KSP at the store is 1.8.1. How do I access/download a specific older version? -
Any mod to place notes for later reference?
Maestro22 replied to Maestro22's topic in KSP1 Mods Discussions
I tried it out and I think this is exactly what I was looking for. And I love the idea of writing to the onboard log of the Enterprise Issue resolved, thank you! -
I frequently run into the situation "umm, what was my idea when I built/launched/sent this vessel?". Especially after a few weeks of absence or after long interplanetary transfers. For that I tried several workarounds outside of the game with "traditional" tools (notepad, spreadsheet, ...), however it's not really feeling well. I would be looking for some mod that adds the possibility to place sticky notes or flags or whatever on vessels (maybe also on kerbals and locations) where I can write and edit simple texts. Stock Flags have e.g. such a possibility. Is there any such mod out there? I searched, but I'm not even sure what to search for . THX in advance!
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Did you try to press "B"? This is how it works for me.
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I would also be intersted in this. When warping at 1000 or 10000 it is pretty likely that my kerbals die. Spamming batteries seems to help with 1000x, but at 10000x it's russian roulette.
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You're right - it's about mod compatibility. It works fine in stock game, in my modded game not. At least not well. I assume it's Kerbalism, but I didn't drill it down to it yet. What I found was that in "my modded game" the RTG test rover would BV rove even though it says 0 energy - but only during daylight. In the night, the control panel tells me that the rover is awaiting sunlight. I'll continue searching... Thank you for your quick response!
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I built a rover with two stock RTG as unique energy source. When trying to send it on its voyage, the interface tells me that there is no energy source. Looking into the persistent file I see that the part is called "rtg" - i.e. it doesn't contain the magic word "reactor". Is it possible that this is the issue? That would mean that the stock RTG is unsupported, which would be a pity. Any workaround possible (renaming the part is obviously not possible)?
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I have a strange observation which seems to be related to this mod. I have a probe landed on Minmus and perform a gravity scan (with the gravioli thingy) - Instead of receiving the science result, I get an "error" message saying that this experiment can't be done right now. Even stranger: When using the same gravioli detector which comes with the universal storage package, the error says that this experiment can't be done during atmospheric flight (I'm neither flying nor does Minmus have an atmosphere). The x-science addon "confirms" that gravity scans can only be done during flight, but not on the surface of minmus. I would have expected that this error is associated to Dmagic or something else. But when I remove the Kerbalism addon, the behaviour returns to normal. This is reproducible. Has this been observed by anyone? Is it a feature? Any idea where I could gather further debug information? I couldn't find any related post within this topic.
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I've got a number of questions for which I couldn't find an answer yet. I'm combining Kerbalism 1.5.0 with SSPXr, KCT, ETT, RT (and some other common mods that probably don't have an impact on the topics of my questions.) I see that Nitrogen is used for Pressure Control and understand the physical background of it. However I observe that the consumption ration of different parts seems to be very different. Specifically, once I extended my first space station with a few SSPXr parts, the Nitrogen reserves were drained within few hours. Is this intended? Or is it part of the mentioned "SSPXr fine-tuning" which still needs to be done? When pressure control is running fine, I observe that it seems to have a targeted optimum pressure. This however seems to be different in different vessels. Is this intended? I would expect that real vessel try to keep an atmospheric pressure similar to earth. I see that the chemical plant can be configured for different chemical processes. Is there an overview of all the resource conversion processes like for MKS here? I didn't yet unlock the laboratory, but I understand that the conversion of sample data into science is different from stock. Is there a description for it somewhere? Or is it trivial (bring the samples to the space station with the lab, select "flag for analysis" and watch the conversion)? The SSPXr PFD-C Coriolis Centrifuge shows the "firm ground" effect, but doesn't spin. Any idea where to search for a possible reason? Thank you in advance for any answered question.
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Can You Recommend Three Mods For a NOOB?
Maestro22 replied to shadragon's topic in KSP1 Mods Discussions
Three essential mods for noobs, from my point of view: 1. KAC. I missed several maneuver nodes without it, annoying me a lot. 2. KER. When starting to understand the importance of delta-v, this mod finally allowed me to really design effective rockets. 3. Not that important for the noob IMO. Choose from any of the mods mentioned in the other posts. -
parts [1.2] Karibou Expedition Rover [0.3.0]
Maestro22 replied to RoverDude's topic in KSP1 Mod Releases
Hello psvialli, There are different approaches to do the landing, I see basically two of them: Land with the bottom, then decouple and flip, using a traditional engine Land on the belly, using the Karibou VTOL Descent Engines Normally I combine both of them, burning my descent stage attached to the bottom, then decoupling it and switching into the VTOL mode. The latter one is a bit tricky, because you'll have to care for the right balance during construction: Go to the SPH, build your Karibou, including two VTOL modules. Display CoT and CoM. Adjust the Thrust Limiter of one of the VTOLs until CoT and CoM are in line. During descent it is tricky to switch the orientation of the SAS in the direction of the VTOLs. If you put the Karibou Radial Probe on its roof, you can switch to "control from here", giving you the right orientation. The Karibou is very robust (45m/s), so it normally survives even rude landings. Hope that helps. I on my side will have to learn to insert images into my posts... -
parts [1.2] Karibou Expedition Rover [0.3.0]
Maestro22 replied to RoverDude's topic in KSP1 Mod Releases
Is there any workaround for the wheels node issue? I have two very useful Karibous in my Kerbin system and wouldn't want to see them rendered useless. Currently I'm retaining my 1.1.2 installation until this issue is resolved. Some ideas for workarounds - please comment or extend: Remove the wheels via KAS before updating, re-attach them to the new node after update. Maybe it is possible to edit the SFS file to change the wheel to the "new" attachment node? Edit: I resolved it by reattaching the wheels via KAS. It was not easy to control the Karibou as it jumped up, but kind of fun... -
[1.0.5]AutoRove - autonomous rovermovement in the background
Maestro22 replied to Wotano's topic in KSP1 Mod Releases
Nice mod! This definitevly empowers rovers much more than before. A few observations and feedback after having tried it out a bit: The first steps are indeed not intuitive. Intuitively I hit the AR button on the top of the screen and it took me quite a while and some reading and a bit of luck to find the start autorove menu entry in the context menu. I suggest to include three or four lines in the initial post how to get started. The speed it definitively a bit OP. I'm sure there will be possiblities to reduce that in future versions I found another conveient way to find the coordinates. Instead of Waypoint Manager, the Landing Assistant of MJ gives you coordinates of any point on the map, when using the haircross to select a landing place. I tried to send my rover to Moho's South Pole. I assumed that entering -90°N would be a good idea, so I chose -89.9°N -> The probe disappeared and many weird things happened. Second try with -89°N was fine. I suggest to handle those critical values in the code. Thats all for now. Thank you for your effort!- 139 replies
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Maestro22 replied to KospY's topic in KSP1 Mod Releases
[quote name='taniwha'] [LIST] [*]You can use the winches in KAS to lift (or even drag) heavy stuff). [/LIST] [/QUOTE] Yes, this is probably the main point which I missed until now. It took me a while to understand how to use those winches, and this is an obvious application. I already started taking that challenge and I agree, its fun. Thank you for your response. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Maestro22 replied to KospY's topic in KSP1 Mod Releases
Hello all, first of all, thank you al lot for this fantastic mod! It definitely extends the possibilities of the game into a more comprehensive and joyful experience. Even though I use it now for a few months already I only noticed it yesterday that when my Kerbal is on the surface of the Mun, he is not able to take off with its jetpack when there is too much load on his shoulders. First I supposed it is a bug introduced with 1.0.5 which I started evaluating yesterday, but then I understood that the effect was there already before and it physically makes sense. However I wonder how tiny amounts of mass lead to this effect - precisely, there seems to the a limit of 0.190 mass units on Mun - which is only a bit more than the kerbal with its suit alone (0.094). It would be a deal if the extra EVA-fuel tank would also provide some extra thrust to overcome this limitation. Or a separate booster pack. Is there a possibility to tweak the thrust of an EVA suit in one of the config files? Any feedback is welcome. -
I found it! It was a long way with many relogins, but in the end I could narrow it down to one line of XML making the difference... For anybody having a similar problem here's my experience: The graphics card profile of my Radeon HD5770 is stored in a file Profiles.xml in C:\Users\<user>\AppData\Local\ATI\ACE. Within this file there is one line making the difference: Good: <Property name="TextureLod" value="HiQuality" /> Bad: <Property name="TextureLod" value="HiPerformance" /> The trick is, that in the AMD Catalyst Control Center I see no option to influence this value. As I wrote before, I installed the latest AMD drivers (currently 15.7.1), but also in the previous version (14.something) that option was not visible. And yes, I have advanced settings enabled. In the end, the original post that I read while investigating tis issue pointed in the correct direction, but AMD's Control Center is simply hiding that essential option. Thank you sal_vager for pointing me in the right direction!
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Hello sal_vager, that sounds like a good plan. I compared those files and found one tiny difference in the dxdiag lines 56, 58 and 59 - descibing the Monitor model I'm using. For some weird reason it identifies it correctly as admin, but not as a normal user. The problem: I can't verify whether this is a new effect or not. But it points at least slightly in the direction. Here's the link to the files. I'm happy for any further ideas.
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Hello all, I'm requesting any ideas to narrow down a nasty behaviour which is almost making me stop playing this game... In short: Since a few days, the skybox appears in extremely low res. This appears in all space scenes and also in the main menu screen. There have been posts on this topic already which I have read, unfortunately the proposed solutions didn't work for me. Therefore the full story: KSP version 1.0.2, Win 7, 64bit, intel i5-3570K, 8GB RAM, AMD 5770 Graphics card. During months the above combination worked fine, i.e. the behaviour mentioned did not appear. What I tried out: - Clean install of KSP. Issue persists (Yes, I'm normally using KAC, MJ and KER, but it obviously doesn't relate to these mods, therefore I'm posting into this forum) - Setting Texture quality in AMD Catalyst Suite to different values, including "Quality". Issue persists. - Installing newest AMD Driver. Issue persists - Complete uninstall and reinstall of AMD Driver. Issue persists. - Loading an old persistent.sfs. Issue persists. - Playing around with graphics settings, restarting KSP several times. Issue persists. - Added Astronomers Visual Pack into a clean install. Issue persists. Clouds, but blurry. What surprised me: - Starting the instance of KSP from another Windows account. Issue is gone. - Starting the instance of KSP from another Windows installation (Win 8.1). Issue is gone. - And of course, on other PC's the effect is also not there. Therefore, I have to assume that the "normal" windows account that I'm normally using suddenly has something (process or setting or Kraken) that is telling KSP to reduce the GPU resources. Does anybody have an idea where to get any further hints? Any logfiles or somewhere to look at with process explorer? I'm living with the Win 8.1 workaround but as an engineer I'd like to understand the cause of the issue. Thank you in advance
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R&D Tech Tree Missing? 1.0.4
Maestro22 replied to Space.exe's topic in KSP1 Technical Support (PC, modded installs)
THANK YOU ! I had the same effect and started to go mad about it - together with another effect that my parts got messed up in VAB and SPH. I also had tried out the ModuleManager and uninstalled it after some days.