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Everything posted by gamerscircle
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
gamerscircle replied to Nils277's topic in KSP1 Mod Development
I am most likely doing something wrong, but the landing struts and the wheels attach very oddly, I am not at my computer with KSP, otherwise I would share a screenshot. I installed the mod about a week ago, just started to unlock that part of the tech tree and thought I would ask. -
@charfa Thank you for the reply, what would you suggest for an eve to kerbin? In regards to the DTS-M1, the range isn't enough to reach, will that still work?
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RemoteTech Noob questions incoming: I have a very forgiving configured version of RT installed. I have RemoteTech XF and the following .cfg settings - RangeMultiplier = 0.5 EnableSignalDelay = False RangeModelType = Additive In my current career the: Reflectron KR-14 dish range: 0.00m / 30.00Gm Comms DTS-M1 range: 0.00m / 25.00Mm Communotron 32 range: 0.00m / 2.50Mm I have setup [again thanks to the KSP community] a 3 satellite Synchronous in both Kerbin and Minmus using the following information. Kerbin: Synchronous orbit of 2863.33 km with each [3 total] satellites Sidereal rotation period very close to 5 h 59 m 9.4 s Minmus: Synchronous orbit of 357.94 km with each [3 total] satellites Sidereal rotation period so very very close to 1 d 5 h 13 m 20 s No, I have a basic understanding of all that and that the satellites are in the same orbit and keep the same distance from one another, providing the best possible coverage. Each satellite has: KR-14x2, DTS-M1x2 and a single Communotron 32 [image below] https://drive.google.com/file/d/0B8bgPP0DpwZecy15eGN2UUdqN0E/view?usp=sharing In both Kerbin and Minmus, the 'relays' are talking to one another, but I cannot seem to figure out how to maintain a link from Kerbin to Minmus. I have tried: Point all 3 kerbin sats' KR14' towards minmus and all 3 minmus sats' KR14' towards kerbin and I don't get a connection, Yes - I know that my satellites are waaaaay over engineered [only been playing KSP for 3 months] and I most likely did something wrong on how to get the connection between the two going. Can someone tell me what I need to do to fix the link issue? thank you and please understand that I am trying to get the science part of this, but at the same time i am a casual gamer trying to enjoy the game. thank you again.
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I just started to use RemoteTech, in fact, I have ever option enabled that put very large training wheels on as I wanted to ease myself into this and have some fun. By the way, I am having allot of fun with this, but since I am still very new to this. I don't have great orbital periods and was curious how I start to correct this? I did a 4 sat setup, so if someone would be willing to point me in a direction to start, I would appreciate it. disclaimer, I am enjoying KSP for the game and don't know the science/lingo, so please use crayons if you attempt to illustrate this.
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Firstly - this is a great collection and I really enjoyed it on my Win64 bit. I had a problem in Jool, well - "Jool" to be more exact, I couldn't get within about 5 million km of the planet, the game would just chunk, but map view was okay. When I was out further , about 25 million, I was able to be in normal view and no chunk. Otherwise this was a great addition to the game and thank you to the team and the community for this. I have a question, can I simply use the sun "flare" parts without the rest? again, thank you for your time and dedication to KSP.
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- renaissance compilation
- visual enhancements
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The ship was fully charge and I was attempting to transfer main to reserve and it would not allow it. If I come across another bug, I will make sure to get a screen shot and support logs. As for "indicators" another mod that I liked and used was Fusebox and it was a nice convince to see a color coded indicator. I do really like the idea of 'reserve power', thank you for the reply.
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- power manager
- plug-in
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[WEB] Visual RemoteTech Planner for MOD RemoteTech
gamerscircle replied to ryohpops's topic in KSP1 Tools and Applications
As a new KSP'er attempting Remote Tech, Is there perhaps a tutorial on setting up a MUN network? -
Well, me again - I think, I came across a bug? I don't have a screen show or anything, but I had a ship that was in and our of electrical charge and I was passing the energy around between reserve and main. When red text appeared and said that the Reserve Power was depleted, when in fact all the reserves were recharged. I was unable to utilize the reserves after that.
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- power manager
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I just started using this mod and the "reserve" power has saved my bacon already, is there an audible or visual alert that shows me where my power is at? For example can , the "AY" be green / yellow / red , etc.
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
gamerscircle replied to Nils277's topic in KSP1 Mod Development
This mod was recommended, but I understand that there are some folders/parts that a new install doesn't need? Which are safe to remove? Sorry if this was covered already. -
Out of curiosity based on this gents post: http://steamcommunity.com/app/220200/discussions/0/35219681611798733/?tscn=1451914966#c523898291490817382 He has Unity 5.0.2f1 working with 1.0.5, I gave it a try using the same process and I get an error, anyone else get this to work?
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That is great to know, download it now - this is such a great mod. I really have been enjoying with the combination of some historic contract mods, it is lots of fun. Was there ever talk how a rover? I am sure that it was considered, but I suppose in KSP it would not have been feasible?
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I have a really stupid question: I am currently in the middle of an Apollo/Historic career and have only added to parts to the FASA Saturn V / LEM / CSM craft file. [added some hull cams] If I updated to the latest FASA, will I have any problems with the craft mentioned above?
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I need a little help please, I have been using ckan and it works top notch. Thank you for the great mod management tool. I have a slight hiccup that I am not sure how to fix. I removed a career that ckan was managing and now when I start up ckan, I get a dos like dialog that warns me about it at the same time that I get the "select ksp install" dialog. Can someone tell me where this information is store or what I can do to get ckan to forget about that folder? [it isn't around anymore] Update: I just added another install for CKAN to manage and the above mentioned issue has gone away.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
gamerscircle replied to erendrake's topic in KSP1 Mod Releases
I am assuming that the correct rocket and the correct script with KOS would allow you to launch and land on the mun. If I am not a coder, but I understand "basic" - will I be able to grasp KOS? Can someone point me to a simple sample launch from Kerbin KOS script? I attempted to use one that i saw on the KOS wiki, but the KOS terminal didn't like anything that i typed in. Yes, I am a total KOS nood. -
Thanks for the reply and info @Virtualgenius
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
gamerscircle replied to sirkut's topic in KSP1 Mod Releases
Firstly - if this is not the correct thread, I am sorry. I am looking for any crafts or ideas for creating the Mars Pathfinder? Can someone point me in the correct direction by chance? Why do I ask this here? Well, I suspect that I would need some parts with moving hinges, etc. for the delivery vehicle. Thanks. -
My KSP Historic career has finally gotten to the Apollo stage and I am really having a fantastic time with FASA and I am sure that this might have been mentioned and that I missed it. Rover? Is there a rover? If not, does anyone have a suggestion? Something that might even work with FASA?
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Well, I am going to try this out now, but yes! A reason for doing more science: Please consider, Antennas [better range] Batteries [more efficient ]
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Does 64 bit hack still work?
gamerscircle replied to davidy12's topic in KSP1 Technical Support (PC, modded installs)
I am going to try this, but wanna ask a couple of obvious questions? 1,) Works for Win7? 2.) Can I use mods? Thanks -
Contracts availability based on Reputation
gamerscircle replied to gamerscircle's topic in KSP1 Discussion
The missing element was I didn't know what the "triggers" were.. after first, it was pretty much as soon as I finished a batch [say 4 of them] , another 4 would pop in. After Apollo 1 - there was a long delay and then 7, then I got 9 [I just did my own 8] and so on. Thanks for chiming in and lending an ear and I will let you know. -
Contracts availability based on Reputation
gamerscircle replied to gamerscircle's topic in KSP1 Discussion
Yes, I am talking about @Whitecat106 and @malkuth - Both of these are great content and clearly did their research and put in some long hours. What I did , was start a brand new career and worked my way through mission/contract to get the stock R&D tree all maxed out, then I loaded in Whitecat106' mod and started down the historical path of doing what I could [with my KSP skillset ] launching V2 rockets, probes, etc. Up until I got the Apollo 1 and after that, they contracts just stopped. Then I loaded in Malkuth' mod, [basically the same, but different] and using the contract config mod, I was able to disable the early ones that I did in Whitecat106 mod. Up until the mod did Apollo 1, 7, 9 [no 8], 10. 11 to 15. So, it sounds like I should just keeping doing the best that I can and perhaps over time the historic missions will populate? -
Contracts availability based on Reputation
gamerscircle replied to gamerscircle's topic in KSP1 Discussion
Then having a mod that only contracts, they can have their own set of parameters when certain contracts are made available?