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SteveD80
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Everything posted by SteveD80
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I can't transfer crew at my space station. I get a message of "15 is unable to reach UPPER_CENTER." The path is: Mk1-2 -> Clamp-O-Tron x2 with hatches open -> Structural Fuselage x3 (Editor says they are passable) -> K&K 4 Ended Modular Corridor (Kerbal Planetary Base Systems part, Editor says it's passable) -> Clamp-O-Tron x2 with hatches open -> Structural Fuselage x4 -> Clamp-O-Tron x2 with hatches open -> PPD-10 Hitchhiker Storage Container Any suggestions?
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Air Resistance is missing?!
SteveD80 replied to Kerbalito's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the information. The post I read that on was quite old. -
But I was unable to decouple them in my emergency. I want something that wasn't effected by that bug.
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
SteveD80 replied to Snark's topic in KSP1 Mod Releases
Are the docking port lights tied to the lights button by default? If so that is more than good enough for me. -
Air Resistance is missing?!
SteveD80 replied to Kerbalito's topic in KSP1 Gameplay Questions and Tutorials
I have read that Ferran does not work very well with stock parachutes. I would recommend going back to stock, or as close as you can get, and landing everything that is supposed to return home. Then reinstalling your mods + real chutes or something similar and trying again. -
Based on the posts here: It looks like it might presently be possible to put a map up on my second screen using Telemachus in 1.1.2. Does anyone know if this is possible, and if so can you post a tutorial for doing it?
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
SteveD80 replied to TriggerAu's topic in KSP1 Mod Releases
@nathan1 It looks like you have a somewhat working version. I do not know what the licence says, nor do I know the forum policies on doing so, but my abilities are insufficient to turn the source with your edits on github into a working mod. Any chance you can post a link to a compiled copy until the polished version from @TriggerAu is available? -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
SteveD80 replied to Snark's topic in KSP1 Mod Releases
I would like the docking port lights to be on by default, or at least a setting to add this behavior. -
I don't know what broke it. I should have checked the log file for a clue. But I have recklessly added a mod that I didn't have then; Connected Living Spaces which makes it so that crew cannot pass between some parts, including all of the built in decouplers. And part of my game breaking bug prevented docking ports from separating from each other. So I'm hoping for a mod that includes a decoupler that will allow crew transfer.
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I too would love this. I believe that RT could add it to its KAC integration, but it might be asking a bit much for it to analyze your satellite network and predict when your orbit will exit coverage.
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whelp that is one option and better than spending hours on something way too expensive.
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Thanks
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Is there any way to see whats in a storage box without an EVA?
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TAC Life Support and the external command seat
SteveD80 replied to SteveD80's topic in KSP1 Gameplay Questions and Tutorials
I tested it myself and the Kerbals are not limited to their suits supplies when in the external command seat.- 1 reply
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Place-Anywhere 7 Linear RCS Port
SteveD80 replied to Lucky Spacer's topic in KSP1 Gameplay Questions and Tutorials
If they are well positioned I believe that they are supposed to work better on aircraft. I use them facing forward and reverse to augment those directions. -
Differences within a contract-type.
SteveD80 replied to T-Bouw's topic in KSP1 Gameplay Questions and Tutorials
On multiple tourist contracts they do not have to fly together in stock. -
Limitations of the External Command Seat
SteveD80 replied to lugge's topic in KSP1 Gameplay Questions and Tutorials
You need a reaction wheel on it and in all likelihood want sas. I do this on my utility skiffs by putting on the .625 wheel with the control gizmo on top. You can replace the control gizmo with an actual pilot, or you can replace both with a probe core. Also make sure to turn off your jet pack before boarding. That will greatly reduce the chances of getting thrown on exit. edit: "control gizmo"=http://wiki.kerbalspaceprogram.com/wiki/CH-J3_Fly-By-Wire_Avionics_Hub -
I just wasted four hours designing a rocket that was way too expensive. Is there a mod that I can add an alarm to the editors that will flash the screen when the cost of a rocket exceeds a given amount or percentage of available funds?
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
SteveD80 replied to cybutek's topic in KSP1 Mod Releases
I did not save, but I made the fuel tank with modular fuel tanks. I just filled a Rockomax X200-32 Fuel Tank with xenon. And the rocket I ended up building was a waste of time to build. I'm going to put in a request for a mod to alert me next time I build something so expensive. But if you want that craft file you can have it. It's got 12 k/s delta v at sea level + mach 1 but the bottom needs some work. I wanted to send 6 Kerbals to low solar orbit for science and xp, but with the contracts I had it was far from worth the 3 Mil+ price. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
SteveD80 replied to cybutek's topic in KSP1 Mod Releases
Plenty of power and staging was fine. I had a nuke in place first and it did not come close to the delta/v I needed so I swapped the fuel with xenon and stuck on an ion. I'm pretty sure that it just choked on the amount of time it would take to burn 179200 units of xenon. As I stated I don't think anyone would want to fly the rocket. My hand calcs indicate that it would take 4.26 days (real time) to burn all the fuel. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
SteveD80 replied to cybutek's topic in KSP1 Mod Releases
Not sure if the developer(s) care, but I managed to design a rocket that exceeds some limit. With a standard ion engine pushing 9857 tons with 29063 delta v, it gives me 0 seconds of burn. I do not expect this issue to be addressed. I was just struggling to design a rocket with a lot of delta v and decided to see what it would look like with an ion. I do not want to use a rocket with a twr of 0.01 and I doubt that anyone else would either. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
SteveD80 replied to tomek.piotrowski's topic in KSP1 Mod Releases
Is there a way to automate my antennas? I would like my short range one to be on constantly and upon losing connection have my long range dish kick in. Based on the post above mine I would guess that the answer is no. -
Is there a way to change the default pump level, preferably by tank?