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Mahatma Kane Jeeves

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Everything posted by Mahatma Kane Jeeves

  1. Thanks, that was what I'd missed. As one aviation publication puts it "it's working as advertised". After an hour of game play, looks good.
  2. Not sure if this is the right thread for this, but here goes: The "Loud and Clear" patch looks great. I downloaded via Steam. Should the patch have automatically downloaded? I'm new to Steam and am a bit uncertain as to it's functions. The reason for this question is that the signal strength bars and other icons that I've seen associated with the time counter in the top left, in a couple of plasythrough videos, don't appear in my game. Have I neglected some setting or do I have to purchase the patch, separately? Advise appreciated.
  3. I've noticed a difference between 1.05 and 1.1.3: Formerly, when in flight or in orbit, a particular science activity, such as an EVA or crew report was a different event while overflying different biomes. Has this been changed or was it an effect of Science Alert? The bathymetry module from one of the mods also seems to permit only one sample point for the whole ocean. Either I'm doing something wrong (again) or the game is presenting the bathymetry of Kerbin as monolithic.
  4. I finally figured out what happened: Steam put the files in the desktop, so they didn't appear in the regular Windows file folder. Once I found the folder, I discovered that downloading just about all the mods had a gamedata subfolder under the mod folder that was displayed. After discovering this, it was a fairly easy task to open each mod's gamedata and move the actual mods to the KSP gamedata folder. I'm still getting used to Steam (Microsoft Edge probably isn't helping, either), so I'm dealing with several learning curves.
  5. Version 1.1.3 The logs have added an additional element of confusion: the last time they updated was in May, when I was still on 1.0.5, which is also the version indicated in the logs. The display, when I play the game, shows all the new vanilla icons that have been discussed, I just don't see anything like the alarm clock or navball icons. I don't know if this is an artifact of using steam, or what. Game displays the 1.1.3 watermark. Not sure how to attach the log, it's way too long to paste.
  6. Since I downloaded 1.1.4, I've had a problem. The game seems to be running just fine, but the mods I like to play with don't seem to be recognized by the game. I downloaded the current versions that are listed as compatible with the latest KSP an d the file folders all appear in Game Data, just as the older versions appeared in 1.05, however, the buttons (where they are used) don't appear in the toolbar and the parts don't appear in the VAB. One of the mods I enjoy and downloaded is the sounding rocket mod, file folder is in Game Data, components in the folder appear complete, yet the rockets and their payloads appear neither in the VAB or tech tree. I'm running the game on a new WIN10 machine and am bewildered by the problem.
  7. This may be the wrong thread for this, I'm running 1.0.5 on a Windows 10 machine. I've built science cars, as in the past, but they won't move on the runway, doesn't seem to matter how much thrust I apply, they just sit there. I'm reluctant to put time into building aircraft, if all they're going to do is sit on the ramp and burn fuel.
  8. Looks pretty cool, reminds me a lot of the old Link submersibles and University of Hawai'i Plexiglas sphere sub. I imagine you're thoroughly wound into 1.1 adjustments, but (I'm not a modder, I'm neither clever or artistic enough nor have the time to pursue it), but some thoughts: 1) Sounds like somebody could make an ocean floor/bathymetry mod, per SCANSAT. This could even be done from space http://earth.esa.int/workshops/ers97/papers/wensink2/ 2) Science: Physical Oceanography: temperature, salinity, acoustic gradients, density, chemistry, currents Marine Biology: Nets and trawls (You already have sort of a Bongo net in the mod), biochemistry Marine geology: Cores (kind of like drills), drags, grabs, geochemistry, seismic and temperature probes. 3) New Kerbins: Jacques and Phillippe. 4) New marine sciences tech tree branch and missions. As always, thanks for the great mods.
  9. That will be a function of how many mod items become part of stock. 1.0.5 I'm running most of the available science mods, a bunch of colony mods, plus some fairly standard stuff such as alarm clock, science alert and the US probes and rockets packs. This is more a reflection of my interests than anything else. Once 1.1 is on the street, I'll be watching to see what the modding community comes up with, before I make the call.
  10. Might be able to do something along the lines of self-sealing WWII aircraft fuel tanks. Might be better than the current structures in that regard.
  11. "Hey, Bubba, hold my beer and watch this......." Seriously though, some reasons they might have picked Port Isabel: Intracoastal Canal, permits moving large loads and bulk material via barge, right to the facility. Former Harlingen Air Force Base has good runways and infrastructure. The regulatory environment in Texas is much more relaxed than in California. Texas has a business friendly philosophy, plus no state income tax. Austin is about four road hours away, it's a major tech and R&D hub. Rail lines nearby. Regarding the rig map: how many of those are still above the surface? I've fished, boated, flown and conducted research all along the Gulf Coast since the 70s. One thing that has been apparent over the last 20 years is the huge decline in above water structure, most of what's out there now is submerged well heads. For some insight: RIG To Reefs
  12. I really got a kick out of this mod. Has anyone developed a contract package specific to these? An example that comes to mind might be "create a NAVSTAR constellation" or "Voyager flyby". I imagine the mod community is presently tied up with 1.1, until the general release I'll have to soldier on with 1.05.
  13. Many thanks, I'm looking forward to trying it while I sweat out 1.1.
  14. Thanks, sounds good. Since KerbalStuff is no more, where can one download it?
  15. Curious about this one. Does it supplement or replace the contracts? In other words, will I still have contracts while receiving funds for science recovered in addition to the contracts? With the demise of KerbalStuff, I haven't been able to try this one out.
  16. After being pestered by the mod tracker, I upgraded to 1.25 (running KSP 1.05). Unfortunately, when I try to check my Kerbal's inventory on EVA it's Bill, he's been on the Mun since before the upgrade) the inventory panel no longer appears when I click on his back pack. Clicking on cargo containers (again, landed before the update) yields only scrap part and salvage part as options. Before upgrading, all these things worked fine. Additionally the EVA icon in the VAB has multiplied with each upgrade (I'm up to three, now) Module Manager also keeps telling me to install 1.25. I've really liked this mod and was just getting the hang of it when this cropped up.
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