DaveBowman
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Kept getting told the Log was too large for paste....tried to upload just the last bit in the hopes that it contains the stuff you need https://paste.ee/p/7ZlaC
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- life support
- overhaul
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Sorry, how do I send it to you
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- life support
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Hey I love this mod and I'm a big fan of the changes; but I'm finding that after I run experiments and transmit data back, I'm not getting any Science. Looking at my science archive, the experiments are recorded but the "Value" bar is empty so they get 0 points. It's a new biome and everything, could I be doing something wrong?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DaveBowman replied to RoverDude's topic in KSP1 Mod Releases
All, I have been unable to 'Deploy' any modules, specifically the Expandables, for the last two releases. I am able to deploy them in the VAB, just not in the game. Could I be doing something wrong? Halp me! Please and thank you. -
[1.2.0] Newbier Newb's Revamp of Civilian Population
DaveBowman replied to Tralfagar's topic in KSP1 Mod Development
@trafalgar -- I LOVE this Mod and I want to use it so badly. I've got a sweet station set up with Contractor Docks in low orbit around Kerbin -- it's been 120 days and I've got no new civilians! I'm using USI and all my supplies are A-OK. Any thoughts??- 99 replies
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Okay experiencing a very strange issue with a large ship, and I've tried everything! As you can see in the video, as I'm burning, suddenly my orbital velocity seems to start decreasing, and Sun Apoapsis just wobbles around a point without moving, no matter what I do. https://makeagif.com/i/_bKLhe I've got a bunch of mods installed including most of USI, Interstellar, and Near Future. Everything is up to date on 1.1.3. Anyone know whats going on here?? Please and thank you!!
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[1.1.2][CKAN] Civilian Populations Revived
DaveBowman replied to GGumby's topic in KSP1 Mod Releases
Ya @GalacticAC I Had that thought myself, and tried to make some changes, but am a complete newcomer when it comes to codes so was unable to find the right lines. I was mostly changing ratios in the part files -- can you point me in the right direction?? -
[1.1.2][CKAN] Civilian Populations Revived
DaveBowman replied to GGumby's topic in KSP1 Mod Releases
I am trying to do the same -- I love it! Thanks so much @GGumby for doing this Question if you (or anyone) has the time -- everything is going peachy except my Biosphere's aren't producing the supplies they should be: http://imgur.com/a/r59ml Any thoughts?? -
Hi All, Experiencing a strange bug where on some (not all) of my vessels, I suddenly cannot toggle SAS (i.e. I could yesterday). When I hit T it goes on for a fraction of a second, thats it. Doesn't change if I hold down the key. I'm using RemoteTech which I feel might be relevant here. Anyone experienced this before? http://imgur.com/8LAukQ6
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Planes Above 10 KM??
DaveBowman replied to DaveBowman's topic in KSP1 Gameplay Questions and Tutorials
Hahaha ya I figured that out after trying the Rapier like 5 minutes after writing this post. That always seems to be the case Thanks for the response!! -
Okay, I MUST be doing something wrong. I've always played KSP for rockets -- just getting into planes! Every time I get to 10 KM, I can't seem to climb any higher. My top speed is about 300 m/s, and as soon as my vertical speed is over 1 m/s my horizontal starts going down. Whether I climb at 10 degrees or 45 to get to 10 KM, the problem is always the same. I'm getting this with every plane that I build, even stock planes! What could I be doing wrong?
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HELP Steering with Atomic Engines
DaveBowman posted a topic in KSP1 Gameplay Questions and Tutorials
This feels like a dumb question but I'm having a lot of trouble steering any craft I make, large or small with standard LV-N Atomic Engines. Since they have no vectoring my craft tends to wobble off course -- I can keep it online using RCS but I'm ending up carrying ridiculous amounts of Monoprop to do so. I know there must be a better way! All help much appreciated!