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PayadorPerseguido

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Everything posted by PayadorPerseguido

  1. Howdy Is there a way to connect separated but close enough crafts on the ground? I have seen videos of people using kerbals on EVA attaching them by means of a 'pipe' connector. What is this? And will it allow the transfer of resources between the craft?
  2. I updated MOLE like this I downloaded 1.4.5 - Copied the MOLE subfolder and paste into GameData/WildBlueTools ( i did delete the original MOLE subfolder) I did not do anything with the CommunityResourcePack folder. Then i went to the VAB, selected the MOLE Botany Lab, and it still has mulch/fertilzer resources, without letting me change to TAC-LS. From all the MOLE assets, this is the only one that, for me, seems to be causing somewhat of an issue. Any ideas? Thanks!!
  3. I'm not at home till sunday, and i'm curious. But i will do so, thanks
  4. I had an on going campaign when i installed this mod. Will i be able to get them anyway?
  5. How do i safely update MOLE? I have these mods of yours, Pathfinder, Mole and Buffalo. They seem to share the same metafolder, "WildBlueTools". Is it possible to delete just the MOLE folder and replace it with the new one?
  6. E ae, pessoal Gostaria de ouvir dos demais presentes suas opiniões sobre o astronauta Marcos Pontes. Neste primeiro momento não vou tecer minhas próprias considerações, para não macular as respostas de vocês. Abraço!
  7. Solved my problem by issuing a new "control from here" command. Turns out the navball orientation got screwed somehow. It was messing up the whole math of orbital mechanics. Figured out and now resuming the flights. Good luck solving your issue, @jonpen69
  8. Today i attached the southern com module to the Korolev Orbital Station. Its the fourth sucessful addition to the station. Now i'm sketching plans on the best way to add solar panels on the X axis. In about 55 kerbin days i will be rotating the four astronaut crew with a new one. Possibly, adding two extra crew members to help maintain the station's systems a-goin'. I love this game.
  9. Mechjeb build is 2.6.0. I'm a tech newb so i don't quite know the computer system i'm using. But i do use the x64 version of ksp
  10. I checked it and its 1.3.8. I see that the latest version is 1.4.5. If i update with simple copy/paste will it solve my issues with the agricultural module not being able to have the waste and waste water resource? Also, i have a space station currently in orbit, and it already has mole lab on it. By updating, will i be dooming the space station? Will it vanish out to thin air?
  11. Hi I'm setting up a space station, and i decided to bring up the mole agroponics module to cope with the food demand. But it has "mulch" instead of waste (i have TAC LS). And i cant seem to change it to waste on the "manage operations". Any ideias?
  12. Having somewhat the same issue. Mechjeb worked fine till this morning. This is what happened last time i used it. I'm building a space station these past two days, i got three modules docked with the core of the station. All of them followed the exact same procedure. Mechjeb does the "matching planes", "hohmann transfer" and/or "fine tuning closest approach" aand then "match speed with target". After that, i take up control and dock myself. The last module i sent up to the station went like this. I got to a 72,000 orbit myself. Turned on mechjeb to match planes with target. It did perfectly. Then i used mechjeb to create a node with hohmann transfer. It does create a node, points the craft to the blue triangle on the navball, and even warps close to the execution. But then, right before the burn, it won't execute, it just passing idle straddling along its orbit. I then decided to give it another try. Deleted the old node and created a new one with mechjeb. Same thing, it points correctly to where its suppost to go, but it won't execute.l PS: The engine is active, like i said, the "match planes with target" procedure worked like it should. It just stopped working out of the blue. The mechjeb tab up in the screen is still there. I can still open it with no problem. Mechjeb green light is lit. I haven't changed the main rocket for the past 8-10 launches. Everything below the docking port attached to the module is the exact same. Even though its unmanned, i have a communication's relay satellites in orbit, signal loss is not a problem, i checked it. Electrical charge is not a problem, i have four 600 batteries and solar panels to deal with the power demand. Fuel is not a problem, for the past few missions, i can go from launch to the final docking movement and still have almost 80% of liquid fuel/oxider on the last stage, thanks to, obviously, mechjeb. I know i'm dragging extra fuel that i wont use, but i totally don't care, i just want my Mechjeb awesome autopilot back, lol.
  13. I tried searching but all i could find was obsolete and/or broken mods/threads that give custom heads. Anyone out there knows if there such mod available for 1.2.2?
  14. Nome: Karel Cidade: Belo Horizonte Idade: 25 Tempo de jogo: Comecei por volta de 2014, não me lembro a versão Mods
  15. Tell me you have made a backup save before edititing that file. If so, copy/paste to the original folder. If not... lol
  16. Thanks for the input, guys. I'll work around those solar panels on a new orbital station i'm planning. The current one, "Karl Sagan Orbital Station" is just too much of a mess. Too many unecessary parts putting the final count way up, even though the whole of the station isn't that big. I also unlocked better docking ports recently, the juniors are not enough to put up a decent station for me. If you guys don't mind, i have another question, this time about the unmanned communication and relay mechanic. I have 3 satellites in a kerbosyncronous orbit around kerbin. Its communication dishes are the same for all the three of them. 3 lesser dishes (one for the satellite ahead, one for the sattelite behind, and one to mission control) - And finally a big dish that i point to the unmanned at any given time. For example, i set up a munar exploration probe, it was unmanned. Therefore, right before the rocket launch, i select all three of the communications satellites and i select the target at launchpad, ie the munar probe. All goes well regarding signal relay (the same cannot be told about the probe integrity, two launches so far, both managed to the mun only to crash at the surface). The question: Is there any way to have the signals between satellites bounce automatically, without me having to select, individually, all the available communication satellites and target them to the desirable target? Its not that i care much, but it would make my space program way quicker. Is there any big dish with a big range that wont require targeting? ps: I'm using RemoteTech2 Thanks for answering the questions again, guys! More may come to mind later!
  17. Howdy, I have a few questions, I'm building a space station in my career game, its altitude is almost exactly 90.000 around. I have added two habitats modules, along a "pilot module" and a storage/life support module. I have a few solar panels, but all of them in proportion to the station itself, in other words, they aren't those huge ones. But as i expand the station, i thought it would be cool to add those really big solar panels. But how? Do i build the whole structure then simply dock it to a free node? or is it better to separate the process in sections (first the central column, with docking ports jrs. along its sides, then adding each solar panel individually by docking it to the column, etc)? What is a good way to add big solar panels and the support structure for you guys? Which bears me to my second question, last night i saw Scott Manley's solar flare challenge, on which he did a orbital rendezvouz the nasa way. He simple matched his ascent from the launch pad to the targeted vehicle, without having to orbit kerbin first, and do hohmann transfer next. Now i'm curious, what is the kerbal math behind this? Is there any good rule of thumb for it? My third question is a quick one. I have KIS/KAS mod, and in one of my crew exchange missions to my space station, i thought of bringing on a storage compartment big solar panels to be added by the mission specialist on an EVA. Thing is, the solar panel's volume is around 350. And the maximum volume a kerbal can take is 300. Is there any way around this? Is it possible to manipulate items and structures with volume's greater than the kerbal top limit? Thanks !!
  18. that is awesome. thanks for the quick reply! though, where is the menu, if i might ask?
  19. do they appear written below the kerbal's picture? like the regular three stock ones?
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