Nobody6
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Nobody6 replied to Galileo's topic in KSP1 Mod Releases
On a side note: Does that effect the output of solar panels? Do they even get their rated output in Gael orbit, or do they produce only 1/3 of that (proportional to brightness)?- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Nobody6 replied to Galileo's topic in KSP1 Mod Releases
I have determined (using a probe core with Kerbnet access) that the location of the control tower is 8° 31' N and 168° 17' W and the antenna tip is 115 m above sea level. The (center of the) tracking station is located at 8° 28' N, 168° 14' W and the roof is 39 m asl. All values in v 1.0.1.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Nobody6 replied to Galileo's topic in KSP1 Mod Releases
No problem. Its just that after reading some of those enchanting description (on github) which mention Kerbonite, I assumed that was part of it. I didn't know there was a mod with that name. Maybe add an asterisk to it? I think you should add the answer you gave me to the original post, as suggested/recommended mods, to fully experience Galileo's system - if that hasn't already happened.- 7,371 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Nobody6 replied to tomek.piotrowski's topic in KSP1 Mod Releases
It wasn't that big of a problem. Body ID thanksfully was still 1, and I could use a probe core in a sandbox game to get the coordinates (however, I messed up the calculation with a sign error, because west is negative). And i hope using the root model and some antenna addition (I choose 0.4) should take care of most range problems. My biggest problem was changing the color of the ground stations, which took me a dozed or so restarts to figure out. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Nobody6 replied to Galileo's topic in KSP1 Mod Releases
Jeez. I thought some of the mods you describe here were already part of you pack (like Karbonite)... *starting CKAN* The Asteroid day mod is made by Squad themselves. Some parts introduced in it have already made it into to core game. I believe it contains bigger Solar panels (Gigantor XL) a bigger probe core (HECS2) and the sentinel infrared telescope plus contracts for it. I've chosen the engineering tech tree, which is gigantic and interesting. Wonder how this game works out... Btw, RAM usage under Win7 is well over 5 GB, even without any extra mods.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Nobody6 replied to Galileo's topic in KSP1 Mod Releases
See, haven't even looked around yet. Just saw the giant screen filling mountain in the background and a bit of water on the side and assumed the mountains were all around (as in a valley or a breached caldera). I'm expecting problems with RemoteTech, because: you removed the sun, renamed Kerbin and you moved the KSC. What are the coordinates (and altitude) your KSC now? And what is the body-id of Gael (same as Kerbin, aka 1)?- 7,371 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Nobody6 replied to tomek.piotrowski's topic in KSP1 Mod Releases
Yesterday I found this one: Now I'm wondering about the compatibility with RT, because: all bodies have been replaced (no Kerbin an no Sun) the system is about 6 times the size (antenna range, speed of light) KSC is not on the equator Has anyone tested this already? -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Nobody6 replied to Galileo's topic in KSP1 Mod Releases
@Galileo Excuse me for not haven read the entire thread (only the first couple pages), but considering this is my first mod that comes with its own mods (a modpack?) I was wondering what you think about additional mods. Would you recommend some or do you think that no further mods are required? Here are some I was thinking about: Mechjeb and/or Kerbal Engineer ScanSat Contract packs (which one?) a tech-tree modification (suggestions?) a modification that deals with the longer radio distances (better antennas and ground stations) Asteroid day propulsion system for deep space (although you already have a resource system in place for that?) And now I'm wondering about the compatibility with RemoteTech and its contract pack. Haven't actually played it yet, but KSC in a valley looks nice - good thing that I hate planes I suppose ^^.- 7,371 replies
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Well I could think of a number of reasons. e.g.: - maybe I'm too boring, and the progress is too slow, the episodes too long, etc. - not enough explosions - I'm not telling a story, just presenting my game / alternative history - awkward aspect ratio - bad audio (should be better in the future) - not enough and irregular updates
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The Official Realism Overhaul Craft Repository.
Nobody6 replied to Matuchkin's topic in KSP1 The Spacecraft Exchange
How did you get such nice clouds? I'm using RO and scatterer (and I modified its config to work with "earth") but I'm not getting clouds. -
It has been a while... Anyway since I was a bit sick I had the time to continue my playthrough as European space agency (not that I have any European parts yet). This time we race against the calender to finish a mission (courtesy by the Russian space agency) to recover a probe core intact after a suborbital spaceflight. So far we failed miserably. Will we make it. We even had to postpone our manned mission for it, which btw has always failed in simulation. However the crew is confident it will survive if they remember to shut the engine off in time... Flight results: # Launched Name Outcome Details Altitude 6 May 6, 1951, 15:28 Aerobee WAC HFR II Success core recovered 285.7 km 7 June 16, 1951, 9:31 Manned A4 Success First manned Mission 39998 m Technical notes: This is still (and probably will remain) a 1.1.3 game, but there a still things I would like to fix, like the clouds. If you know how to do that in RSS please contact me.
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Fullscreen-mode at wrong display
Nobody6 replied to LosWashos's topic in KSP1 Technical Support (PC, unmodded installs)
I have a very similar problem. I have "fixed" it by disabling all screens I don't want to run the game on and revert all settings while the game is loading. However, it will still start on the second screen next time. Deleting "UnitySelectMonitor" alone has no effect for me. Edit: Ok, there's about half a dozen occurrences of this "UnitySelectMonitor"-String. Deleting all of them seems so work. Still, highly annoying.- 28 replies
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Onwards ESA goes! First off, I need to fix something with the rocket ordered last time, before we start planning the first manned mission. However, testflights show problems, which means that the actual flight will have to be executed with uttermost care to prevent disaster. I also attempt to fulfill a historic soviet contract, which requires recovering something after a space-hop. Flight result: # Launched Name Outcome Details Altitude 5 April 20, 1951, 8:20 A-4 Aerobee WAC I Failure Burned up on reentry 696 km On the technical side, I still have problems with the audio going out of sync when recording longer segments. Any ideas how to fix or prevent that that in Open Broadcaster Software?
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ESA keeps working and progresses to bigger and more powerful rockets. This time we properly fly the first rocket using liquid fuels in two stages, that was build in part 2. With that knowledge the next rocket, now with 3 liquid stages is ordered. It's also meant to reenter and has a parachute. Heat-shields, however, are unavailable. Can this work? Flight result: # Launched Name Outcome Altitude Details 4 March 17, 1951, 8:30 Aerobee WAC MS I Partial FAILURE 224 km performance loss of final stage Things aren't looking too well. Hopefully a flatter trajectory will allow recovering parts of the next rocket and fulfilling the historic Russian mission. See you at the launchsite. Until next time. P.S.: This video was supposed to be edited in Blender, but the outcome didn't match the preview. Also it was slow and the file gigantic (5 times the size it is now). Anyway I don't suppose doing the editing twice increased the quality. If you have tipps how to improve my editing or make Blender work properly, please send me a note.
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The European rocket program progresses nicely, as we finally got the scientist working. We also build ourself the first true multistage (not counting the "kicker" as a stage on the sounding rockets launched in January 1951) discovering further problems with the simulation team and testfire von Braun's A-4 engine. Adding to out list of launches: # Launched Name Outcome Details 3 February 28, 1951, 8:34 A-4 Partial SUCCESS altitude record: 199 km, impact: 77 km west overcompensating steering, electrical failure during descent Still hoping for some comments though. What do you think of the time-lapse? More, less or should I not bother and time-lapse the whole video?
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Really? I have no idea whatever the format is it uses, it certainly has nothing to with my localization settings. It should indeed be using whatever your locale dictates as the date format. I'm not exactly sure where that is set though. Apparently I'm not the only one with this behavior, and I too use Win7 64-bit. Would be nice if there was a config file or so, to manually choose and potentially overwrite the time and date format. Other than that - it works. Brilliant and thank you.
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Hello, since playing a big modpack like RP-0 tends to cause problems whenever a new version is released, I have so far given up three carrier game that became unstable. However, playing the "same" thing over and over again did somewhat reduce my enthusiasm. In order to regain that I thought that sharing my new attempt in 1.1.3 and - hopefully - discussing it with others might help. And there we are, my very fist attempt of a playthrough: So far I've launched the first sounding rocket (plus 1 failure) fixed some issues and put a bigger rocket (A-4 recreation) in the queue. Lauch # Date and Time Name Outcome 1 January 16, 1951, 8:30 Aerobee WAC HFR I FAILURE, wings ripped off, explosion in flight 2 January 31, 1951, 11:08 Aerobee WAC HFR Ia SUCCESS, altitude record: 87066 m Any feedback would be appreciated, especially about fixing issues (like the missing clouds) and suggestions concerning the video quality and editing process. I would also like to hear you thoughts on the research direction I should take and the type of rockets I should build.
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[1.3.x] Airports & Fictional KSC for Real Solar System & KSC Switcher
Nobody6 replied to Osel's topic in KSP1 Mod Releases
Well the answer is sort of up there already: Except there is no "RemoteTechSettings.cfg". I have tried adding it to the "RemoteTech_Settings.cfg" (which does contain a long list of ground stations), but that didn't work. EDIT Ok, figured it out. The "code" is correct, but the "RemoteTech_Settings.cfg" and therefore the list of ground stations is copied to the savegame. If I edit that one, or start a new game, the ground station is present and accounted for. :-) -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Nobody6 replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hi, in order to use Peenemünde as a launch site (RP-0 with RSS Airports) I wanted to add a ground station there. So I looked up the position and what other ground stations looked like and came up with this: STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc481 Name = DE Peenemuende Latitude = 54.16673 Longitude = 13.76886 Height = 160 Body = 1 MarkColor = 1,1,0,1 Antennas { ANTENNA { Omni = 6E+05 } } } However, this had no effect. Is there something fundamentally wrong with my ground station? Maybe I edited the wrong file. Which (and where) would the file containing the ground stations be located in a RP-0 install? Thanks EDIT Ok, figured it out. The "code" is correct, but the "RemoteTech_Settings.cfg" and therefore the list of ground stations is copied to the savegame. If I edit that one, or start a new game, the ground station is present and accounted for. :-) -
[1.3.x] Airports & Fictional KSC for Real Solar System & KSC Switcher
Nobody6 replied to Osel's topic in KSP1 Mod Releases
Awesome, Peenemünde! Unfortunately, there is no radio station there, so no A4 launches (with remote tech) from there. Any idea how to create a ground station there? I tried to add one, but it had no effect. STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc481 Name = DE Peenemuende Latitude = 54.16673 Longitude = 13.76886 Height = 160 Body = 1 MarkColor = 1,1,0,1 Antennas { ANTENNA { Omni = 6E+05 } } } Thanks. -
Hello, recently my motivation for playing KSP has dropped, and I thought that recording and discussing my adventures with others might help. In order to do so I have looked a bit into video recording and editing software and done run some test, however I'm a bit stuck and seeking advice. After some discouraging setbacks, I have managed to find something that allows me to record the video, the game audio and my commentary at the same time (Open Broadcaster), but its output does require some editing before I would be willing to upload it (at the very least remove some lading scenes etc.). And I have not yet been able to find one that works. I've tried I software that simply refuses to work at my screen resolution (1280x1024), but don't remember the name I've tried avidemux, which kind of works, but it doesn't like the recording very much and half the buttons cause errors reverting everything done so far I've tried virtualdub but it cannot handle my mpeg-4 recordings and I have not figured out how to install required filters/codecs and I cannot install windows move maker. Setup works till 99% and then aborts with a different error every time I try So, if you have any advice for me or can suggest a different, free, video editing software for windows 7 that can handle the basics (cutting, slowmo/timewarp, text/picture overlays), I'm all ears. Oh, and I would also be very interested in advices for codec option setting. You know what is good or which option are bad and should not be chosen. Thanks. And yes, I'm not the first one asking this question here, but all the answers I found were a couple years old. Something new and better might have appeared since then. Right?
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Hello there, just a quick question: What is the start date of RP-0? I mean the technology suggests late 1940s early 50s, but it should be possible to determine der correct date from the planetary constellation, or is that just a random one generated by the Kerbol --> Sol replacement. Is it possible to switch to a proper Time and Date format, e.g. 1950-01-01 or 1.January 1950? If I would have to write such a mod myself, I would be happy to hear suggestions how to do that. Feasible as a first mod?
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Nobody6 replied to TriggerAu's topic in KSP1 Mod Releases
That would be very much appreciated! It would also be nice if the plugin would check the KSP version itself for known issues and unknown versions. I wonder if CKAN is smart enough do downgrade? -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Nobody6 replied to TriggerAu's topic in KSP1 Mod Releases
Despite what CKAN thinks, 3.7.1.0 does NOT work in KSP 1.1.2! -
Intended behavior? 1. After finishing a research node I was checking all my engines for available upgrades. I noticed that a couple of bipropellant options had become available on all RCS thrusters and the 1 kN engine, however, costing about 40k each was too much for me. After that I did instead unlock a few more powerful RCS thrusters and a 45° angled one for only a few thousand in total. Doing so also unlocked those very expansive upgrades for free! 2. The 3rd generation Russian engines (RD-210, RD-253/RD-275 and S1.5400/RD-58) seem to be incredibly powerful, efficient and unbelievably cheap. (meaning they are more powerful, more efficient and cheaper than most other engines)