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Everything posted by eberkain
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In the VAB I change the weight to 1 ton, I launch the craft and it says the weight is 1 ton on the context menu, but looking at the actual total weight of the craft as reported by KER, the weight has reset to 10 tons.
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I am seeing this behavior. Too bad, cause I really do like the mod and it would be useful, but less so with this bug.
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@CobaltWolf New models look great. I have a clean install of the game, so I coped my KIS, KAS, SEP and Module Manager over there. Tested it out and data transmissions work fine. I'm thinking another mod has a bad config or something that is messing with the SEP parts, because I see this in my fully modded game. Those two commands that start with [EVA] were not present on the controlled test on the clean install. This is my mod list, have any ideas what might be causing it? And I figured out that you can right click the golf club in the kerbals inventory to equip it, using the hotkey for the slot it is in does not equip it and instead brings up interaction mode where you attach objects.
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
eberkain replied to NecroBones's topic in KSP1 Mod Releases
I have some duplicate space y categories, will post a pic when i get home. @NecroBones The two Space Y Expanded buttons have identical parts in them. -
I installed 1.3, I can successfully mount the power plugs and link them. However, I cannot get data transmission to work. I've done this setup plenty of times before, but I can't get it to work anymore. I used to be able to slap these three parts together in all the mini biomes around KSC and transmit all three data sets, cannot do it any more. Also, a question. What is the intended method for performing the Fore! experiment? I cannot equip the golf club in my hand, so I used to just surface attach it to the top of the SEP Central Station, but it can no longer be attached. Dropping it into the world just makes it fall through the ground and explode. So, at a bit of a loss for how we are supposed to use it.
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I've been using this mod and loving it, I do have a couple comments. For this to function you have to have SAS turned on, and it seems that with Remote Tech, when your craft gets far away from KSC and their is a signal delay in the mix, then SAS does not work so well, it just jitters back and forth endlessly overcorrecting. Hmm, I will have to test if it still works when using the remote tech computer to hold a course... I also wished it was more stripped down, instead of having a UI with three windows I just want it to always be active for whatever celestial body I am closest to. I really don't need any more functionality than that.
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Been using the mod for a while and I really do love it. My only gripe is that I have some things on the list that are not achievable, like experiments from surface experiment package that can not be run in an atmosphere, but they are listed as not done for all the Kerbal biomes. Anyone know how to fix this?
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
eberkain replied to nightingale's topic in KSP1 Mod Releases
Factorio is a really great game, truly, there are no other games like it.- 5,225 replies
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I was using the hotfix version and I tried a number of times to transmit data as I have done many times in the past, and it just would not work. I get the first message that says the data transmission is starting, and the SEP antenna raises about half way, and then nothing, no % transmitted, and no confirmation of science points, no errors or exceptions in the log. I could setup everything and collect data manually and recover in a command cab still, so it was possible to get the science points. I saw there is a 1.2 version that says it fixed a bug with the solar panels, grabbed it off spacedock, and now I can't get the screwdriver to work... So we seem to have lost the hotfix fix in the latest version.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
I have seen some weirdness with the parts from surface experiment pack when loading back into the area, Physics going nuts, exploding parts, etc.. So, the mod Kerbal Joint Reinforcement kind of slowly increases the physics simulation when loading a vessel, to counteract that initial jolt that can break everything. I wonder if you could do something similar with terrain attached parts and just have the base piece that actually attaches to the ground completely disable physics for the entire vessel, if the vessel is a base and its permanently affixed somewhere, what function is the physics processing really serving anymore?- 3,523 replies
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kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
eberkain replied to Andi K.'s topic in KSP1 Mod Releases
Yeah, i played around with the numbers using the transfer window planner and finally said nope, either gonna take thousands of years, or millions of delta v. Im guessing you would need a warp drive. Maybe you could build a huge mothership with hundreds of kerbals and freeze them for the trip, and build everything you need once you get there with a mod like EL. I might have to try it again... -
[1.1.3] FlagRotate - Adjust flag orientation
eberkain replied to xEvilReeperx's topic in KSP1 Mod Releases
I just want to pile on and say I would love to have a copy of the mod too, just need a download link that works. It says MIT license, so anyone should be able to redistribute it correct? -
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
eberkain replied to RoverDude's topic in KSP1 Mod Releases
We so need a shipyard or dock or something for KSC to deploy water craft from. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
eberkain replied to cybutek's topic in KSP1 Mod Releases
Learning to break my ties with MechJeb so these may be noob questions... What is Phase Angle and Intercept Angle in the rendezvous window? I feel like if I understood them it would help me. Also, when plotting a course to intercept, there is no way to see the distance of the closest approach? -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
eberkain replied to nightingale's topic in KSP1 Mod Releases
I have not seen this problem in my most recent game, and I have done 5-6 of the perform science around KSC missions. If only I could figure out how to remove them from [x] Science too,- 470 replies
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Purple toolbar icons
eberkain replied to eberkain's topic in KSP1 Technical Support (PC, modded installs)
I got them both working now too, just copying the EL icon from Simple Construction and putting it into that path in the error message worked. I also made copies of the CLS icons, renamed them as indicated, resized them with GIMP, worked like a charm. -
[1.1.1] [FINAL UPDATE CactEye Telescopes Continued 7.1.0
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
Why do all the contracts call for putting satellites into orbit beyond the Mun? I mean, hubble is in low earth orbit.