-
Posts
162 -
Joined
-
Last visited
Everything posted by Clear Air Turbulence
-
OK. I just checked. Symbolic linker seems to work for ksp saved games on Mac. (1) Download Symbolic Linker - you can get it here & install (2) Move the saves folder to an appropriate folder on dropbox. (3) Right click on it. --> Services --> make symbolic link. This will create a file called saves symlink (4) Take this file back to your KSP folder and put it where saves folder was. (5) Rename this file back to saves, other wise KSP won't recognise the file (6) Test: click on the saves file. It should behave exactly like your saves folder - you will be taken to the contents of the saves folder on dropbox I've opened KSP and it seems to find the saved files effortlessly on dropbox The next step is to rinse and repeat on your other computer: take the saves simlink file and copy it to saves in computer 2's KSP folder. I have not tested this stage yet!
-
So I am trying to get my head around this phase angle/ejection angle thing. I am using Olex's very useful calculator For now I am practicing using a mun-minmus transfer. I want to get a recon satelite transferred between the two bodies with minimum fuel... But my recon site is n a 90 degree angle, not a 0 degree one. Does this affect the calculations in any way? Also, transferring out from a 950 km orbit produces NaN results in the calculator. Not sure why. Any advice will be appreciated!
-
Like it says in the subject line. I was running 1.0.5 yesterday and my system froze and crashed. Upon restarting my Mac I found I am in a kernel panic loop, with my MBP crashing and restarting during the boot up cycle. Can't start in safe mode. Can start in diagnostic mode (command R) but verify disk can't find any errors. any suggestions?
-
Instead of mechjeb?
Clear Air Turbulence replied to Clear Air Turbulence's topic in KSP1 Mods Discussions
When doing long burns with ion engines, that 'make things a lot easier' counts for a lot -
Sorry if this is a silly question or in the wrong forum: I find that at the moment I am basically using MJ for one thing and one thing only, and that is to execute the planned node. Often my burns are very long, and I just don't have the energy to sit there for minutes with my finger on the button. Is there a mod that can simply execute nodes?
-
Hi there Are there any known issues with having, say, KSP 1.0.4 and 1.0.5 installed on the same machine? I recently installed, ran and then uninstalled 1.0.5. I had endless problems with 1.0.4 after that, sorted out (I hope!) only by deleting KSP, deleting saved application states and then restarting my whole machine. So I suspect there may be problems...
-
Hmm. Interesting. So hat would mean that mining rig and orbital refinery around Duna could be quite a good way of opening up the path to Dres and Jool. I like the idea of a process of planetary explanation with lots of ships that never need to touch down on Kerbin. I am saving Eve for last, I guess.
-
[quote name='Pecan']I don't. * base components are a right pain in the **** to dock together unless you're using KIS/KAS, so what you'll be learning is how to use a mod for game-mechanics that will probably change anyway.[/quote] I was wondering about that. I don't use KIS/KAS at the moment & am reluctant to add more mods right now... [quote] * Minmus orbit is a lousy place to park waiting for interplanetary transfer windows. If you do mine there, bring the fuel somewhere with a shorter orbital period.[/quote] what then, Moho? [quote] * for most interplanetary you don't actually need that much fuel anyway, unless you are over-building. If you want to do that, fine, but if you want to learn to build efficiently then build small ^^.[/quote] Yes, I hear you. But I like the idea of being to replenish fuel along the way.
-
LOL, I hear you. I am happy with my toys for now. I am just learning how to fly, land and build. I think buiding a mining station on Mun or Minmus is probably good practice. When I am ready to switch to 1.0.5 I will start a new game (at least in science mode) & do things the (slightly) harder way :)
-
N00b here, sandbox mode. So I have spent a couple of months learning to launch, land, dock. I have a couple of space stations in orbit and successfully managed to land a rover on Mun. So far so good What I need now is whether I should commit major resources towards building a mining operation on Mun/Minmus. I understand that this could be a great way of getting a lot of fuel together that can be used for further interplanetary exploration, essentially allowing me to avoid the Kerbin gravity well for now & explore other, more exciting gravity wells like Eve's :cool: But is the game worth the candle? I can now fairly routinely heft large orange tanks into high Kerbin orbit. What will a mining operation give me that Uncle Jeb's Orbital Fuel Depot can't? Your advice will be appreciated!
-
KSP, after running really nicely for a long while, has suddenly turned into a horrible, crashy monster. One of the presenting problems is that when I return to the VAB to tweak a ship, there ain't no parts. All I see is an empty subassembly browser. I have done a fresh install of KDP and then freshly installed my critical mods. Problem persists. Two observations: (1) I installed, and once ran, KSP 1.0.5 (separate install). Then I closed it and deleted it since it was too buggy. The problems pretty much started after then (2) I have tried closing the game, deleting application save states for unity.squad.kerbal. etc and restarting. No change. KSP log file here - [URL]https://www.dropbox.com/s/23lzlconfkvchks/KSP%202015%2011%2016.log?dl=0[/URL] sorry, I should post the player log. [url]https://www.dropbox.com/s/yszs48srno4vwwf/Player.log?dl=0[/url]