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danielboro

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Everything posted by danielboro

  1. thanks so since I think that the Weill problem of 1.1.3 is horrendous (cross out 3)my next thing is research how to edit the save game to get a working ship p.s. hyper edit to get new ships is an option I suppose I have some planning to do thanks
  2. USILS.Greenhouse its missing from the new USILS but I have it on all long term bases and ships(duna mission, still at duna ,tourist tugs and all space stations ) at the moment I think my best option is to copy Greenhouse.cfg to the new game but is this the recommended thing to do? (its my first cross version migration. I started playing at 1.0.5 and I lost my save wen the computer died ten started a new on at 1.1.1).
  3. im starting to move a 1.1.3 save to 1.2.1 I'm getting sum missing parts warning is ther a recommended way for the move? will copying the missing .cfg be all I need?
  4. thanks my thinking is that its a small chip and thers no extra data to get from the chip after the experemant even if it gets back to kerbln (unlike the full lab) but it sims that idea is out ill do som more fiddling see wat i can get it to do thanks
  5. @DMagic im trying to make a chip for MCP of sci-9001JR wat i want to do is limit the max science it can give to be equal to the transmittable part and make evry chip have 6 runs (experimentLimit = 6) bay using your DMRoverGooMat. so far im failing can you point my the right way (assuming its posebal). another option i hope you'll be willing to do is adding support (make parts for) like you do for universal storage?
  6. My first urlum mission and second mission to go out of kerbin SOI (ever, its my second save) Mods: KCT, USI-LS,RT, kis/kas, roverdud, nerta, interstellar, OPM,KOS,KAC, and 80 more Still at 1.1.3. until the critical mods (KCT,mkjeb,OPM) are pronounce ready. Well, when my space program was small and hungry for funds a kerbal whit a dream Offord a nice sum (~100,000 advance and 7,000,000 after) for a promise that ill get him to see urlum`s moon. I sent him (free of charge) to 2 space camps (tourists mission addon), and a mun fly by (I hade the room to spare). So he's as ready as I can get him. I got tired of seeing him in the list every time I have room left in a lunch, so I looked wen is my lunch window. I have 90 days !!!! The last week was spent in the VAB stopping the time flow and designing a craft. I only started the construction. ill be happy to get any advice I can get, I still have time to modify it. I probably have a sum wat unique play stile. The game runs all the time. In my stok game (first one) I was doing ~1 kerbal day per real day. Thanks to KCT in this heavily moded game im doing ~4 kerbal days per real day. Using mkjeb, KOS and KAC to manage and automate the flow of the game. So don’t expect to get results any time soon top part bottom part this is the power and drive part ready for lift off to orbit top http://imgur.com/TgoH8I4 and bottom http://imgur.com/Ic9tDZj im thinking of landing the drive section on mimus for refuling http://imgur.com/evVl2Qv this is the LS suplay ready for lift off http://imgur.com/cYeKi8S and extra LS supply that will go to urlum just in case ill need more http://imgur.com/mtkVbC this is how the crew will go up to the ship and get back to kerbin http://imgur.com/9GgM9LB the crew will be 1 pilot 1 eng 1 sci and the paying turist
  7. im sum Wat behind (reading day 422) and i have a comment i use only 1 sar/radar/biome scanner for k+mu+mi you can cut the number to 2 at list, whet a dv of 4K perhaps down to 1. getting from a polar kerbin orbit to a polar mun/minmus orbit is trivial and cost ~ the same as a normal transfer from mun to minmus is not as easy but not hard if you have the time to fiddle whit the nav point edit: i got to the last post. another comment have you considered using the same lab on kerbin and mun? i used a tug to move the zoology lab from the kerbin space station to the mun space station to do the Creature Comforts experiment (i have a permanent tug to ferry tourist and stuff from and to mun/minmus) HotTips! have a grate example for polar to polar in Kerbal Space Program [1.1.2] - Ep 22 - Polar Orbit Transfer To Mun
  8. 53% memory in use. 12089 MB physical memory [5643 MB free]. 24377 MB paging file [15806 MB free]. 134217728 MB user address space [134213765 MB free].
  9. all mods are at the most new version some dont have a new version for 1.1.3 and i use wat ther is 98 mod installed the game is on all the time the rate of crashes is increasing (started at 1 per 7 days, went up to 1 per day, and today 3 whit report and ~ 7 whet no report)
  10. in the in game message it was not written how to send them so im putting a link to the last 3 crases (the last in the first menu "start game") https://www.dropbox.com/sh/8egnwnm1cg49cl2/AAAjQtHrx9IgkEA_wu4M4bYSa?dl=0
  11. if your in linux you can use unionFS have a the KSP as the main branch and add the wonted mods last time i used it was to run MOO3 whit my choice of mod
  12. to linuxgurugamer hello i have noticed, in the github fork map for smat parts that NobodysNightmare (https://github.com/dragonfi/KerbalSmartParts/commit/6a4ca591d6a0534d8e21636f13fbde3383750c76) made a speed smart part think you can add it to the next update?
  13. since NTR`s can use any propelant, can you add the option to use any and all forms of fuel in the game?(but evry fuel whit diffrent ISP) xenon, LF, LH2 and maybe even ox (but perhaps whit som chance of killing the NTR)
  14. i think the A(Attachment) in KAS got me to the wrong mod after reading the wiki and then reading the one for KIS i think KIS is the one i wanted (how to get a part to attach/removed by a kerbal) ill do sum experiments thanks
  15. hello id like to know wat it takes to make a mod part compatible whit kas
  16. KCT mast have a sim at the moment i use bout. KRASH will need a default cfg to be similar to KCT sim i have a story for you relevant mods:KCT, USI-LS, remote teach, KIS, KAS seeing the build list is empty i made a minmus lander just to fill the list (it was suppose to be for mun but didnt have the dV) and then i gut a mission ,2 tourists, mun and minmus fly by i added 2 command seat on the top and 1 extra LS.6 days later jeb and 2 turists went on the tour 1 day layter i got a plant a flag on the highes pik on minmus bob went ther whit the first minmus lander that was waiting ready i had the good Luke to get to minmus and 1 orbit of minmus later went out to have a mun flyby on the way back home bob got to minmus but being out of contact collected lots of science but didnt transmit any (one landing and lots of eva reports) a kerbal in command seat can only tuluraty up to 800c bifure he explodes and it turns out that reentry from mun is too hot so i reload and do an airobrack. obviously in an airobrack things that stick out like solar cells burnup i found the ship whit no way to generate EC (no dynamo on the motor) and no way to alline it (all re-entry attempts ended in a burned tourists or ship) usi-LS is not TAC so i have 15 days to find a sulotion i started on 2 rescue options reaper kit- a standard 1 kerbal to orbit whit an engineer and solar cells to reaper the damage (6 days to construct and hardly inaf dV ) grab and drop- hit shield whit RCS and clew (i dont have the tech for it) i started the construction of the reaper kit and went to get samples from all the KSC buildings. looking for haw i can get more sci i found that my minmus lander is in range, i transmit all the sci i can so now i have 600 from minmus+100 from KSC+80 i hade inaf to get the clew, large hit shiled and faring for it 10 days to build it in the end i got bill and parts evaed to the lander attach the parts then back to the kit. the lander whit a full battery and an AP of only 100 had no problem getting back home whit the tourists ill edit to add gifs later (i hope)
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