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Kerbonaut257

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Everything posted by Kerbonaut257

  1. Oh you know what, I forgot I nuked my gamedata folder. Let me try restoring the kerbal engineer folder and see if that restores the settings.
  2. So there's no way to copy my windows? It takes a long time to get each window with the settings I want and into the right place. And when you start a new save, it's all different and you have to re-do everything.
  3. How do I copy all my windows & settings from one save to another?
  4. Maybe I'm crazy. But tonight as I'm playing, precise maneuver isn't working in the ship scene, it works in the map scene, along with DAMN (drop a maneuver node) but when I go back to the ship scene, they both disappear. Is this normal?? Or did something break? I can't remember for the life of me if PME worked in the ship scene before or not... But the buttons totally disappear from the stock toolbar when I go to the ship scene from the map scene.
  5. Okay I've got a whole heap of mods. And I can't even imagine which one would be causing this...? Super weird issue. The issue is that I literally cannot right click on parts near the probe core. It's like they don't exist, they don't highlight green when mousing over them, and they cannot be right clicked. A seemingly small distance AWAY from the probe core, I can right click on things like normal. The even weirder part is that I CAN right click them if I zoom really really close. Like mere inches away from the parts or actually clipping the camera inside, I can right click them. But zooming even a few feet away, I can't click the parts close to the core any more. Here's a series of 9 pictures where you can see two different examples, see things highlighted in green, but when the cursor is up near the probe core (3rd pic) or the communotron on top (4th pic), it won't highlight the parts (and I can't right click). Pics 5-9 depict the same issue with a super basic craft. You can see as I move the cursor up there are no issues highlighting parts, but in the 8th pic the cursor is ON the probe core, and on the 9th pic the cursor is on the battery pack at the top. No highlighting, no ability to right click. what. http://imgur.com/a/DF5SV Mod list: KSP: 1.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Filter Extensions - 2.7.4 Toolbar - 1.7.13 USI Tools - 0.8.2 AutomatedScreenshots - 0.7.6 B9 Part Switch - 1.5.1 Community Resource Pack - 0.6 CryoEngines - 0.4.1 DMagic Orbital Science - 1.3.0.4 Easy Vessel Switch - 1.1.1 Firespitter - 7.4.1 HeatControl - 0.3.3 Interstellar Fuel Switch - 2.2.5 Kerbal Attachment System - 0.6 KerbalAtomics - 0.3.1 Kerbal Engineer Redux - 1.1.2 Kerbal Inventory System - 1.3 KSP-AVC Plugin - 1.1.6.2 Monthly Budgets - 2.0.1 Docking Port Alignment Indicator - 6.5 NearFutureElectrical - 0.8 NearFuturePropulsion - 0.8 NearFutureSolar - 0.7 Part Angle Display - 0.3.2.1 PlanetShine - 0.2.5.2 Procedural Parts - 1.2.6 RCS Build Aid - 0.9 RealPlume - Stock - 0.11 RemoteTech - 1.8 SCANsat - 1.1.6.9 SETI-ProbeParts - 1.2 SETI-RebalanceMaterialsGoo - 1.0.9 SpaceY Expanded - 1.3 SpaceY Lifters - 1.15 StageRecovery - 1.6.5 Stock Visual Enhancements - 1.1.21 TimeControl - 2.3 Trajectories - 1.6.3 Kerbal Alarm Clock - 3.8 Transfer Window Planner - 1.6 Unmanned before Manned - 1.2
  6. ... wat? I've seen a lot of different things in my years around KSP forums and subreddit... But someone with the calendar being based on a minmus orbit? That's a new one for me!
  7. There's been a LOT of time since the game released, and never a part balance overhaul! Why in the world are basic fins 25kerbucks and the next fin up, which still has NO control surfaces, is like 500 kerbucks?!?! And why are all the control surface wings insanely expensive!? I can get a swivel engine, a ROCKET ENGINE, for cheaper than I can get 4 little rocket fins with control surfaces... To add to that, There's lots of other small things that don't make sense. Why is the mk2 lander can so much heaver than 2 mark 1 lander cans? 2 mk 1 lander cans would weigh like 1.3 tons, whereas the mark 2, which holds 2 kerbals as well, weighs 2.66 tons! It's literally the weight of FOUR mk1 lander cans. Then howabout RCS wheels. The smallest wheel has 5 torque. The medium has 15, and the large has 30. The problem is the medium is only 2x the mass of the smallest. So it should have 10. Or the smallest should have 7.5. The largest is 2x the mass of the medium and has 2x the torque. So it makes no sense for the smallest one to have a worse ratio of torque to weight. There's tons of other tiny little issues (especially with probe cores) that just seem out of order or just balanced in a way that means you'll never use certain parts. If one part is STRICTLY superior to another, it should replace the first part, otherwise it needs to have it's own pros/cons that give it a niche. I think mainly the prices of parts needs to be balanced a bit better, and certain stats like weight need to be looked at.
  8. So this helped me really appreciate a lot of things about KSP. Like the way radiators unfold and have that XXXXXX pattern. And how the solar panels look. And lots of other little details.
  9. Yep! Now we can send a 100 part space station to orbit with only 20 or 30 parts for the rockets & tanks, rather than 300 part asparagus monsters.
  10. I was not precise in my question. I meant to ask HOW far away is the farthest away planet, at its farthest away point apoapsis, from the sun?
  11. It's not a bad idea. Though I didn't like RP0/RO, stock definitely IS pretty easy. Especially with all the mods I have. #monoprop life
  12. Maybe this isn't the right place for this. But I'd be VERY interested in having a SpaceY contract pack! Many types of contracts could be added. All based upon the most basic of Kerbal ideas. . . MORE POWER. Contracts requiring you to place a certain size of payload into orbit. Would be based on engine unlocks. I.e. once you unlock the Moa, you could get a contract to put a certain size payload into orbit that would require a reasonable usage of one or two moas. Contracts requiring you to use a certain engine and ONLY that engine to launch an "ICBM" to a certain location on Kerbin. Basically launch a sub-orbital missile to X location Contracts requiring you to dock massive vessels in orbit, needing both to be over a certain tonnage. This would be a good "forced" usage of all the great RCS thrusters. Anyway. I don't know the first thing about creating a contract pack, but I think these could be really cool!
  13. I'm considering imposing a rule upon myself that I can't use RCS wheels except 1 wheel of each size in each stack. Just straight up have to use RCS thrusters for all attitude adjustments on larger craft. I think that may be kinda fun
  14. Guys. I need ideas of why I need to use RCS ports and docking. I rarely do missions that require either. Help me!
  15. Gonna have to buy an engineer then. Bob is currently in the vessel sans parachute along with jeb and the other guy (scientist)
  16. I just turned of commnet and decided to keep using Remote Tech... I don't like change
  17. Can Val (pilot) work a screwdriver? Or do I have to send an engineer up there to attach the parts?
  18. I don't know what you call the wings that go ahead of where they're attached. It's like the opposite of swept wings. I'll call them attack wings. Attack wings look dope. I've always loved that style.
  19. Are they updated for 1.2 yet? I had them on my old install and never really used them because mostly I didn't understand how to. I finally used them a bit and learned that I can put a bunch of items in a container and then attach them to a ship like it's the VAB and then I realized just how awesome the mod is! It's like building spaceships... in space... But to your point about parachutes, yes, it would be very hand to just rendezvous up there, attach a chute, and then everybody gets home safe (assuming I remembered a chute on the AAA craft lol)
  20. So I don't really know what I'm talking about here. But you're saying the way KRND works involves changing static parts? Like a terrier always has the same stats, so KRnD can safely edit it? But things like procedural fuel tanks have a different amount of fuel, so you wouldn't be able to "multiply" the fuel by a number or whatever while it's changing around in the editor? I'm not asking you to do a ton of work and I love your mod as-is! I'm just trying to understand a bit better why they are incompatible.
  21. I need a more aggressive version of the stock "engineer analysis" in the game. I want flashing red lights and a big message if I have forgotten any of those 3 as SOON as my rocket loads on the launch pad. With optional name-calling. If I knew anything about modding, I would make it myself =P EDIT: Oh and since I use RT, it should also yell if I don't have an antenna.
  22. I grew up on the original. So it holds a special place in my heart. I've played them all. But in order of favoriteness, it goes something like this: C&C3 & Kane's Wrath C&C Red Alert 2 C&C Renegade (FPS in the CNC world. Was actually really fun) C&C Generals & Zero Hour C&C Red Alert 3 C&C original + red alert C&C Tiberium Sun Did I forget any?
  23. Yeah. CnC is a great game series. I choose to forget that CnC4 ever existed and the series had a perfect end with CnC 3. I would happily accept a CnC 5 though if they went back to their roots!
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