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KSP2 Release Notes
Everything posted by Elway358
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What do they mean by "Auxiliary Lab" ?
Elway358 replied to Elway358's topic in KSP1 Gameplay Questions and Tutorials
Thanks guys. I guess I'm gonna launch another MPL up and hope that is what they're looking for. @Geschosskopf I did actually download a few mods the other day to add some new parts and I'm glad you mention this because I just realized some stuff seems missing. I downloaded KPBS and the USI kolonization packs but now that I'm looking, I don't see the little inflatable buildings that are supposed to be in the USI one, I see all the KPBS stuff but only a few things from the USI stuff. -
Definitely agree with this. I just had this little issue pop up for me in regards to a space station addition. It's asking me to add an "auxiliary research lab." As there is no part called that, I have to assume it wants an additional MPL added. I'm going to launch one up to see if that's the case and hope it isn't all time wasted. Instead of "auxiliary research lab", it should say something like "additional mobile processing lab" if that is indeed what it wants and even maybe add in the addendum of "existing MPL's do not count" like they do with the must be a new created satellite for the sat contracts. Link to my question for pic of the "auxiliary research lab" text: http://forum.kerbalspaceprogram.com/index.php?/topic/131175-what-do-they-mean-by-auxiliary-lab/
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So after needing to send up some more power supplies and fuel to my Mun Space Station due to underestimating usage, I figured I may as well accept the expand space station contract for it at the same time. I needed to add room for 13 kerbals and an "auxiliary lab" as well as what was already on it to fulfill the contract. Once I take control of the station, I have all requirements checked in green with the exception of that auxiliary lab addition. What the heck is an "auxiliary lab?" I have an existing mobile processing lab on it. Are they wanting me to add another one of those? I don't see anything anywhere in the tech tree called an auxiliary lab. Pic below shows the requirement page of the contract and one of my monstrosity of a station just because Thanks for any help!
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I'm a very new player to KSP (about 2 or 3 weeks) and I can tell you for a fact that I would never have touched this game if it weren't for career mode. I don't ever see myself just doing sandbox as I like to have goals set for me to achieve. career mode does a great job with having to unlock things and set the pace for you IMO.
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Thanks guys! I used a combo of time warp and the partial transmit option on the antenna(had no idea that was there) to get that massive 499 chunk of science out of there. @Streetwind, I'll definitely be paying more attention to those values from now on. I built these things nearly mirroring the ones off of the Scott Manley vid so I ASSumed I was safe. I will also try not to let it get to max science like that so I get smaller data batches to send. I didn't even realize it had gotten that full while time warping to get Duna in a good spot for launch. The lab vessel does have 2 full size docking ports along with the mini one I have the Mun lander docked to. I was already planning to send some more fuel up to it somehow so looks like I'll be sending a load of coppertops along as well Thanks again for the help!
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Mornin' everyone. I'm having some electricity issues I need some help with. I'm in 2 different situations where I'm not able to transmit things due to charge rate not keeping up with usage. First, I have a Mobile Lab orbiting the Mun. It has 1x6 solar panels(x6) and a total elec capacity of 770. When I have all panels lined up getting full sun exposure, It has a recharge rate of roughly 10.5. The issue is when I try to transmit the 499 science that is now in the lab, The electric storage runs out far too soon and then cancels the transmission even if I keep those panels in direct exposure the entire time, turn off sas, etc. I have a similar situation with a little rover I landed on Duna last night. It has 8 of the little single panels and a total of 520 elec capacity. At full charge and panels in direct light the entire time, it doesn't have enough charge to transmit data from one of the atmosphere analysis parts. I built both of these crafts following a couple of Scott Manley tutorials and even added 2 more solar panels on the Mun station than he did just to be safe. What am I doing wrong? :/ EDIT: The pic of the rover was just after attempting to transmit the data and it cancelling after running out. That's why it's out of charge. Just didn't wanna give the impression that I'm trying to transmit at no charge.
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I Did It! (First Orbital Docking) The Sense of Accomplishment!
Elway358 replied to Elway358's topic in KSP1 Mission Reports
Thanks guys! can't wait to take it to the Mun in a bit and do some science stuff and things -
Absolutely love that black and white navball! Can you get just that b/w ball from a mod or does it come with lots of other stuff?
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Let me start by saying I have been playing video games since an old Sears and Roebuck b/w telegames pong unit. I have thousands of trophies/achievements from doing some really difficult things in many different types of games, but nothing I've done in a game in almost 40 years can even come close to the sense of accomplishment this game gives me! I started playing with it a week or so ago and had been able to do some orbital stuff and land on both of Kerbins moons but for me, the thought of trying to dock two ships in orbit was terrifying! After purchasing the newest version of the game today and watching some youtube vids from Scott Manley(to whom I have to give huge credit for my small success thus far in this game), I knew it was time to face that demon! I launched my little space station into a fairly circular Kerbin orbit without any drama. Then came time to launch my little Mun lander and go for that hook-up. I got into space and started planning my intercept orbit...that's when that "fairly circular orbit" looked like something the Easter Bunny dropped off! After the initial shock of my not so round orbit, I decided to soldier on. I worked on getting my descending node down to 0.0 and then turned my attention to trying to setup a close encounter, I clicked, turned, rotated, and pulled on those maneuver node handles like a grey-haired granny on a nickel slot machine for god knows how long! Then just as I was ready to send that ship into a fiery descent to anywhere...I squealed like a teenage Bieber fan at the site of 0.4km encounter! woohoo! That's when it hit me...that was the easy part . After warping forward and getting into sight of my mark, I started inching forward and keeping my navball marks where they needed to be and ship lined up. 100m...heart beating like crazy...50m and I can hardly keep from mashing the heck out of keys from nervousness...20m...keepin' them navball markers lined up like soldiers and inching forward like a snail...10m, my prograde marker vanishes! :0 :0 :0 panic ensues as I try to eyeball her in for that last few meters watching the nose sway back and forth in front of me and frantically tapping RCS thrusters. Then....click! YEEESSS!!! I screamed so loud my neighbors probably called the cops! I just stared for nearly half an hour at that beautiful monstrosity floating in orbit like a ballerina I know most of you have probably done a simple docking maneuver hundreds of times and I probably will end up doing quite a few myself but man, that first one.... Extremely glad I found this game and community and I think I'm gonna be hooked for a log time to come! Thanks for reading my over excited rambling and for all of yall who helped so far! TL;DR This game rocks! A few screenshots just cause I'm so proud of myself
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Thanks again to everyone for all the info and help. I decided to grab it from the KSP store for really no reason in particular and I immediately regret the decision because the download is ridiculously slow. like something wrong on the end it's coming from slow... Edit: Seems it has sped up to an acceptable speed now. Maybe just a hiccup somewhere along the information highway. Again thanks for all the help and can't wait to dig into this newer version
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Thanks for all the info and suggestions. I do have a question about part of this reply. As I said, I'm far from a pc gaming expert and as such am a tad ignorant when it comes to save file moving, etc on PC. In the case of multiple installs like you give, I assume that once there is an update and you install it into the "main" ksp install that you are then able to update the install that your current game is saved to? Thanks again for the help!
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Will I be able to monkey with the files on ps4 or Xbox 1
Elway358 replied to 322997am's topic in KSP1 Discussion
Been a playstation gamer since the PSX and yeah, there wont be ANY monkeying with save files on PS4. When I was still using my PS3, there were methods to pretty easily hex edit the save files. As far as I'm aware, and I could be wrong because I haven't had the need or desire to edit any PS4 saves, there is no way to edit the PS4 save files. As for mods, that would be ENTIRELY up to the dev to develop and submit through Sony's strict approval process. The ONLY game I have seen period who seemed the slightest bit interested in this has been Farming Simulator 2015. They recenty released a free mod dlc pack for the PS4 version consisting of several pc player created mods chosen in a mod contest they held. I thought this was VERY cool of them. As far as the controls, PS4 is completely keyboard and mouse compatible. I played FFXIV since beta up until a few months ago using a combo of kb/mouse and my controller. The console works flawlessly with kb/mouse. There is no denying that the PC certainly offers a more diverse experience with this game but the PS4 version should be able to offer a very enjoyable/playable version of this game. I plan on grabbing the PC version today but will most definitely grab the PS4 version as well as soon as it's released. -
So, I've been dabbling with some older versions of KSP with the thoughts of holding out till a PS4 release since I've never really been much of a pc gamer. However, the more I play and the more videos I watch of the current release and it's features, the more I realize I can't wait any longer. So my question and call for opinions is this... Being that I use my console for gaming, I've never purchased any games through steam. I have of course done the obligatory download of it a while back and tried some demos, etc. I'm personally leaning towards the squad store for purchase but was just wondering if there are pros and cons on both sides. I realize the steam purchase would sort of "protect" me from losing an install file, etc but what if (although probably extremely unlikely) steam was down or even ceased to exist? Would I be sol? Which way should I go with this purchase? Thank you all for any suggestions and for all the help thus far
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You should be extremely proud of yourself for spending time with him the way you did. I work as a Registered Nurse on a med-surg floor of a local hospital and so often we hear from patients how they wished their doctor or nurse would spend just a little more time even just for general chit chat. Even though we all try to spend as much time as possible with our patients, it's very easy to get in a tunnel vision state and go into task mode and head home. You sir, went above and beyond the call of duty and probably changed the opinions and lives of more than one person that day; much respect
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Thanks so much for the reply and information! Am I in fact safe to install that version being that I'm currently progressing in a career mode or would I need to start a fresh one to use this? Sorry for so many questions but it's been quite a while since I messed with any pc gaming and just wanna make sure before I go ahead with it. Thanks again for the help
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Hi, I'm a new player who recently started .90 on pc while waiting for the retail PS4 release. Having loads of fun with this game and recently discovered some of these mods. Sorry if this has been answered in the thread but with this mod being so popular it seems, there are quite a few pages/replies. I'm just wondering if this mod will work with the version .90.0.705 that I'm using and will it have any adverse effect on my current save file or career progress? It looks really interesting and I would like to give it a try. Thank you very much for any replies
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[0.90] No More Grind v1.2 - Configurable facility upgrade prices
Elway358 replied to nlight's topic in KSP1 Mod Releases
Just wanted to say I really appreciate this mod. I'm a long time PlayStation gamer and when I recently heard about this game and that it was coming to PS4 sometime this year, I started watching some tutorial series' and then played this at a friends (definitely plan on purchasing the retail version once it's released on PS4). I have quickly become addicted to the game but am still very much in a newbie/learning phase. I have been able to build some decent rockets to get into various heights of orbits and return safely but when it comes to navigating and intercepting other orbits, I was in desperate need of maneuver nodes. Of course I'm sure you can tell where I'm headed with this. I had already spent a bit to upgrade my astronaut and Launchpad facilities when I discovered the need to upgrade mission control and the flight center to gain maneuver nodes. After doing several contracts within my abilities, I was able to upgrade mission control still leaving me needing 140kish to upgrade the flight center...ugh! After grinding out some more contracts and inching my way back up to 80k, I was really feeling the burn and starting to have second thoughts. I don't mind a grind at all but the problem I was facing was being able to do orbital money making things in a way that was efficient enough to make it profitable at my skill level without maneuver nodes. Then I heard mention of this mod on a youtube video....hallelujah! I came here and followed these instructions along with discovering and installing CKAN and was instantly able to get my maneuver nodes. One thing I would like to add is that although this mod may make things "too easy" for the hardcore vet KSP player, seeing that I would still need upwards of 80k for the next upgrade tier made me happy that this isn't some "unlock all" mod that would take the struggle/accomplishment feeling away for the average/beginning player. I think this mod puts costs in a pretty darn good spot for a normal difficulty level setting tbh. Once again, thank you so much for creating this mod. I can tell just from some light browsing that the mod community for this game is awesome and even though I am a die hard console gamer, this kind of community support may just change my mind and have me going pc on this one