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Everything posted by Spoonifer
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[1.12] The Bolt-On Mission Probe (BOMP) ReRevival thread
Spoonifer replied to linuxgurugamer's topic in KSP1 Mod Releases
It might be just me but does this updated descriptions change the name of the BOMP-XL as it is no longer visible in my parts list, nor in R&D? This has made several of my ships disappear of course. -
Yay, thank you HebaruSan for the amazingly quick response.
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Sorry to be a dunce, how does one install this (without removing all the previously installed add-ons). I tried looking for ckan.exe in the downloadable zip file but to no avail.
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Sun not illuminating craft or planets
Spoonifer replied to Spoonifer's topic in KSP1 Technical Support (PC, modded installs)
Hah! Kopernicus removal fixed it!!! Many thanks Shadowmage, AngrybobH and DoctorDavinci! -
Sun not shine'ing
Spoonifer replied to Tanuis's topic in KSP1 Technical Support (PC, modded installs)
Just linking this to my OP so it can be answered in one thread (if that's okay)... Thanks DoctorDavinci, will follow this on my OP. Sorry for being dim about posting issues but much appreciated feedback. -
Sun not shine'ing
Spoonifer replied to Tanuis's topic in KSP1 Technical Support (PC, modded installs)
I also have the same problem and posted this, still no response. -
So, I have just gone back after a couple of mod updates (automatically on CKAN) and now the sun isn't illuminating the craft or the light side of the planets properly. It seems to create the right haze at the edge of the planet but it is all dark including my ships and my buildings. Can anyone help please. I have removed graphic mods such as EVE, Distant Object Enhancement.
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Help with "Help a scientist..."
Spoonifer replied to Spoonifer's topic in KSP1 Gameplay Questions and Tutorials
Gaarst - thanks for the research on this. I actually tried this but I suspected that it wasn't about station science as originally I didn't have that mod installed. I only installed it after arriving once on Minmus and finding that the scientist wouldn't just do it themselves. So I downloaded station science, used the lab as you indicated and ran the experiment (successfully) but this didn't achieve the requirement. Draalo - now I did have PBS installed so I shall try that. Thanks for the help. Thanks to both of you. -
So, I accepted a mission called "Help a scientist perform experiments at Minmus's Lesser Flats" involving taking a scientist to a marked position and then doing certain science experiments. One of the experiments is "Experiment: Plant growth study" but I have no idea how to run this experiment. There are no science parts in the VAB which allows this kind of science. I downloaded the Station Science add on and tried taking the plant study module to the site along with a lab and accumulating Eurekas and all that stuff to run the experiment. Still it doesn't work. Can anyone help please.
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So, I accepted a mission called "Help a scientist perform experiments at Minmus's Lesser Flats" involving taking a scientist to a marked position and then doing certain science experiments. One of the experiments is "Experiment: Plant growth study" but I have no idea how to run this experiment. There are no science parts in the VAB which allows this kind of science. I downloaded the Station Science add on and tried taking the plant study module to the site along with a lab and accumulating Eurekas and all that stuff to run the experiment. Still it doesn't work. Can anyone help please.
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I worked it out! IT'S TIME WARPING THAT CAUSES THE AIR FLIPPING! When I time warp during deployment, the centre of the kit remains stationary and grows into the ground, the physics engine catches up and then flips it in the air! So that's the solution - don't timewarp during deployment!
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Ah, it now seems to be OK if I go back to the space station and return to it before deploying...
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Hey Allista, great work on this as well as other mods. I now seem to have run into a problem mentioned by a previous poster concerning the DIY kit pinging off into the air when it approaches 100% full size. I have tried experimenting with various ships inside of it. Originally small ones seemed to work OK and now it seems that anything sizeable will fly off and then blow up as it hits the ground. Some kits still sink into the ground while they are growing to full size. I have experimented with this in the following configurations: both on the grass at the KSC as well as on the launch pad itself launched off the back of a vehicle or just launched by the kit itself onto the pad What information can I send you to look into this? (Please bear in mind that I almost no experience in getting logs and stuff off of KSP). Many thanks Just remembered that when I launch small ships from the launchpad, the lighter ones do a little leap when the physics loads. I have looked into this and most people say that it is a stock item error.
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Sorry if this isn't the right place to post this, I searched through but wasn't sure.... So my problem is with a Rover mission which asks: "Driver Rover (enter rover name) to Waypoint and conduct Science" I did and it didn't allow me to pass the mission due to two constraints: 1. I apparently wasn't at the location (I was actually, bang on) 2. No wheels on my rover (I have Akita wheels on it) Can't find if this mission is one from an add-on, I don't think so. Is this a) a broken mission i.e. it doesn't realise I have arrived at the waypoint and b) requiring the stock set of wheels? Any help would be appreciated.
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Ah, I take back what I said. Having fitted the tubes over the doors I now have usable spaces accessible to floating Kerbonauts. What fun!
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Fantastic concept. I was looking forward to using these on my space stations but I guess our kerbonauts still can't access the interior without leaving a gaping hole somewhere for them to float through. Any news on doors, airlocks etc? I can't wait!