se5a
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Everything posted by se5a
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
se5a replied to RoverDude's topic in KSP1 Mod Releases
So what do I need to do to get this working in 144? CKAN seems to indicate that it's compatible, but its dependencies (ground construction) are not. but it sounds like some people have gotten it working... maybe? confused here. -
so.. is this working on 144? was trying to install MKS on ckan but ckan says this is not compatible with 144 or something.
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- ship construction
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[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
se5a replied to tetryds's topic in KSP1 Mod Releases
That'd be great. I've just started getting back into KSP after a year and I'm missing this one. -
remote tech would be a good mod to look at supporting.
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Are you able to articulate the difficulties of imlementing positional snap?
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Is there a technical problem to having position snap with eva attachments? I attempted to make a little mun buggy out of parts, but the thing wont work properly due to all the wheels being at slightly different heights, I thought the suspension would take care of minor differences but apparently not.
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Mechjeb Ascent guidance failure
se5a replied to Snowstorm's topic in KSP1 Technical Support (PC, modded installs)
Also I've just found that it doesn't like whatever bit of your ship that's got "control from here" being the wrong way around (since it gets its frame of reference from this). fortunately I figured this out with a rover so there was no damage. -
humn... yeah that might explain it. Is the dipole antenna physicsless?
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This is driving me nuts. does noone else have this problem? are my sats overpowered? the smallest engines I've got are 909s, but I guess I could thrust limit them.. or do I need more reaction wheels? The sat gets close to the end of its maneuver burn and the maneuver target starts moving, the flight computer doesn't seem to calculate for this and just keeps burning while trying to chase the target around till it runs out of fuel. I thought maybe this: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/29 was what was happening, but the last one I ensured that I set it to follow node and execute after I'd finished messing with the manuver node.
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I keep loosing sats/probes when on an unconnected maneuver node due to them following the target around in circles at the very end of the burn, and using up all their fuel. what am I doing wrong?
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If I right click and upgrade, it takes the money away, the pad model changes for a second, then changes back to level 1. right clicking on it again it's still level 1 with all the weight and size limits. I've got Kerbal Construction Time installed, but only the sim enabled in this game. I attempted to edit the save game trying to fix this, but seem to have made it worse, it's now at level 0 and refusing to upgrade. I created a new game and upgraded the LaunchPad in that to check my edits and it looks fine comparing anything where LaunchPad is mentioned, however when I load the broken game the launchpad gets reset back to 0. What could I be missing?
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Allow EVAs via connected parts.
se5a replied to se5a's topic in KSP1 Suggestions & Development Discussion
look at the cockpit model, the door is clearly behind the seat -
For example, a Mk1 Crew connected to a Mk1 cockpit. Crew should be able to EVA without forcing the pilot out, then transferring the crew to the cockpit before you can EVA him/her.
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Can't Load Saves
se5a replied to SecurityAttack!'s topic in KSP1 Technical Support (PC, modded installs)
Hit Alt + F2. this will bring up the debug log and tell you what the problem is. basically one of your saves have become corrupted.