Cmaj6
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Kerbal Space Program update 1.3 Grand Discussion thread.
Cmaj6 replied to UomoCapra's topic in KSP1 Discussion
Still on 1.2. Not updating anytime soon. I have about 15ish mods installed and just don't like the hassle of updating, finding all mods again, with the risk of breaking my save.- 465 replies
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- kerbal space program 1.3
- disscussion thread
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Just to get the votes even higher: go for PC-version. Even if you don't like mods, believe me, with this game, you WILL love mods. Currently tracking 401 hours ingame time and still counting (and consider this, i'm not even a true gamer lol; so imagine the fun this game gives you!)
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Here is my code naming conventions: KSP Rocket naming conventions -> the codenames can change in flight (for example, Kerbals die because out of Life support Or if kerbals are removed from a vessel like in a rescue mission) Needs rescue? if yes = prefix with 'Hx-'' (help), where x = urgency (1=non urgent, 2=moderate urgency, 3=high urgency) If rescue is not needed, leave prefix blank! Is it a JUNK vessel? If vessel is intact, but for some reason classified as junk and no more wanted, prefix with: J Is it a test craft? If yes, POSTfix with: -T, else: leave blank Does it contain mod parts? If yes, prefix with: D, else: leave blank Type of control? A = unmanned controllable M = manned/manual control only C =can be controlled automatically as well as by crew Currently Manned? P = contains Kerbals(s) (only if type of control = C and when rescue is needed) p = does not contain Kerbals(s) What is the craft capable of? 1 = can return to Kerbin, I.e., can land back at home (=reusable) 2 = Kerbin Orbiter (if only this option is selected, the craft is going to orbit Kerbin indefinately is unable to land on Kerbin) 3 = Celestial body lander other than Kerbin, non-atmospheric 4 = Celestial body lander other than Kerbin, atmospheric 5 = Celestial body orbiter other than Kerbin 0 = other 6 = One time use only, i.e., disposable vessel! Combinations are possible, but you should begin with the highest nr first For example: 531 = Celestial body orbiter, Celest.b.lander (non-atmospheric) & Kerbin return Vehicle Size of the payload sizes of the payload: S, M, L, combinations possible (SM = small to medium, SL = small to large, ML=medium to large) Goal of the rocket -1 = Delivery of all kinds of goods (life-supply/elektric charges, parts, etc.) -01 = 'Engineering craft'; Delivery of all kinds of objects that fit in a transport box, i.e., maintenance craft (i.e., contains 1 or more 'boxes' of items) NAME OF VESSEL INCLUDES 'ENGINEERING' -02 = Transport of 1 or more larger objects into space (satellites, probes, etc. etc.) -3 = Some mission (ex.: for doing contracts) -4 = Science Craft -5 = Rescue mission -6 = Is permanently going to be part of another ship (for example, is going to be a part of a space station by docking to it for x amount of time) -7 = Is temporary going to be part of another ship (for example, is going to be a part of a space station by docking to it for x amount of time, for refuelling or goods delivery, for example) -8 = delivery of fuel -0 = other goal/test -00 = Probe (scanner) -99 = Probe (satellite or other indefinite, nonman controllable satellites, for example for communcations relay etc.) If option 7 is selected with kind of craft = 1, than it docks permanently, but in case of emergency can return to Kerbin Code name SPACE & ' Name' (where name = Soyuz, for example) don't forget the '-sign! Same Codenames = Same kinds of vessels! i.e., the codename should be unique for each type of vessel! Version nr.: SPACE & Mk.X (where X = romain number) The original vessel has NO 'Mk' suffix, so only the first iteration and upwards contain the Mk.X suffix! State of uncontrollability - NC = no connection (to satellites) - NB = no battery - NF = no fuel - NE = no engine - NP = no parachute - NS = no survival resources (TAC life support) - NSp = no solar panels Regarding Missions [MISSIONNAME][mission number / fllight number\] Flight name [flight number] Example: DA2-99 Satellite 1. This means D: it is a vessel with mod parts, A:is automatically controlled (i.e., probe), 2: Is designed to orbit Kerbin only, -99 is a Satellite. The name "Satellite 1" is a descriptive name. The code distinguishes all my crafts. [TEST] = for all testings
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First of all, I've used Scansat in the past and i absolutely loved it (especially in combination with Remotetech), but it was a long time ago and now KSP provides Kerbnet, i have some questions: 1. Do I have to take precaution when installing SCANsat for KSP 1.2? (for example, editing some configuration files, not having any vessels active that contain Kerbnet scanning parts (stock parts), etc. etc.) 2. Do the stock scanning parts used for Kerbnet also work in SCANsat? (I haven't even used Kerbnet scanning yet, so i'm not sure if this question is even possible :p) 3. Assuming question 2 holds and the answer is yes, if I remove SCANsat later (assuming only stock parts are used on my vessels), will kerbnet automatically work again without any configuration edits? (for example, when removing RemoteTech, one has to manually edit some configuration setting to make Commnet work again. Is this also the case with SCANsat / Kerbnet?) 3. Does SCANSat come with nonstock parts? If yes, should i remove SCANsat in the future, will the vessels that contain the non-stock scansat parts be deleted automatically by the game? Maybe add above questions in the first post? Much thanks in advance
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Cmaj6 replied to tomek.piotrowski's topic in KSP1 Mod Releases
Thank you very much for your reply! I'll install it tonight! -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Cmaj6 replied to tomek.piotrowski's topic in KSP1 Mod Releases
I play KSP 1.2.1 (on Linux). 1) If I install RemoteTech v1.8.2, will my current geostationary satellites function (but now using remotetech instead of commnet) with the stock antenna's on them? 2) Does RT v1.8.2 come with any non-stock parts? 3) If i de-install RT v1.8.2, will any of the satellites disappear from my saves, assuming they only have stock parts attached to them? (and also assuming that RTv1.8.2 comes with NO additional parts that are non-stock) 4) If de-installing RT v1.8.2 AND satellites do NOT disappear, will they automatically work again with the ingame CommNet? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Cmaj6 replied to Nils277's topic in KSP1 Mod Releases
Can i use this mod next to USI Kolonization? (I'm aware that connecting parts of both mods together probably won't work, i'm only interested in whether it's possible to have 2 seperate base-systems ingame. For example: create a base on Mun with only parts coming from Kerbal Planetary Base Systems, and a base on Minmus with parts of USI Kolonization). -
Hi, I'm having a lot of trouble transporting my cargo to space. The problems arise while still in atmosphere, at 7000-1000m altitude (the point where i try to do the gravity turn). The problem is that the rocket either keeps turning to the right, and/or the rocket bends at a point just below the lower most service bay, and gets uncontrollable from that point on. Cargo weight: 1.6t Goal: geostationary orbit (2863km orbit) (for continuous LKO scansat coverage/satellite linkage) I've used this rocket before for smaller payloads without a problem. I tried everything, other types of wings, change thrust limit and fuel amount of the SRB's, strutting everything, etc., but unfortunately to no avail. The previous payloads where in the range of 0.5-1 tons, this payload is only slightly larger, so i don't think it's because of the weight of the payload? My restrictions: i play science mode and have not unlocked everything yet (see picture of what i have unlocked). Also, i try to build rockets with efficiency and economy in mind. Also, i try to not load launch parts of the payload with multiple rockets, because of 'economy and efficiency' (i do this because i play career mode also and wouldn't want to develop 'bad habits'). I tried with SAS both on and off, but no success. The biggest problem is the rocket bending at the previously mentioned point. Also, i tried deploying the fairing while in flight and i saw the payload bending too, just at the point where it is attached to the main rocket. I tried strutting the payload to the inner side of the fairings, but it didn't make my rocket and flight stable. I basically tried everything in my current possibilities (even the bigger sized fuel containers and bigger sized liqued fuel engines (see the tech tree for an overview of what i have available), but still no success :(. My mods: KER, KIS, KAS, SCANsat, TACLS I do not know what to do anymore and it has halted my game progress and enjoyment. Thank you in advance. The payload and science tree: https://imgur.com/a/z3apL The rocket (with payload on top, which i deleted the fairings off of for a better view): http://i.imgur.com/NFi9gKO.jpg
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Is there a way to show the developers how thankful you are of them? I too have recently bought this game (I didn't even know it existed for so long!) and am completely blown away by it! The gameplay seems never ending, it's realistic and indeed, as a previous user mentioned, the developers do not assume their userbase is stupid! It is indeed a game which really learns you a lot, makes you 'plan' your moves and keeps it fun during the whole proces. Developers of Squad, if you read this: my sincere compliments to the whole development team!