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KSP2 Release Notes
Everything posted by JP76
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[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
JP76 replied to RealGecko's topic in KSP1 Mod Releases
Hey RealGecko, you da man! Thanks for updating this! I started a new career when 1.2 pre came out and I'd been eagerly awaiting your mod! You know that button that says 'Make me happy!'.....Well it did! -
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
JP76 replied to Athlonic's topic in KSP1 Mod Releases
Yesssss! Chatterer is back! Thanks very much Athlonic. J -
Hey NorthernDevo/Fling, fair play to you for mentioning that stuff brother, I know it's difficult to speak about it as I'm in a similar situation to yourself. I'm also ex forces and served in Bosnia etc......I also find it difficult at times to speak to people, be it face to face or even on forums! Chin up fella, you're not alone here. J
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Thanks guys, makes perfect sense. This game still continues to impress me with that kind of attention to detail! I only had a Skipper Engine on that main core booster! Btw, is it possible to mount two Skippers or Mainsails on the bottom of a fuel tank core with stock parts? I guess that's something I'll unlock later into the tech tree? Want to try and recreate an RD-180. Thanks again.
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I launched my first Relay satellite in 1.2 pre today! Plus it also completed a contract for the R&D dept to launch a satellite! The RDD ComSat 1 onboard my Orca 341 variant rocket!
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Hi folks, i have a question about the Transonic effects on rocket launches. Occasionally on launch ascents i get no visual effects at and around Mach 1, is this because of a low acceleration velocity? I'm currently on the 1.2 pre version (no mods, career mode) but I've also noticed it in 1.1.3. I launched my first Relay Satellite today, also completing a R&D contract at the same time. The RDD ComSat 1 payload on my Orca 341 rocket, taking inspiration from the Atlas rockets and their 3 digit designations! She was real slow on acceleration and i didn't see any transonic effects at all, and i was a good way up by then! Here's a couple of shots just before launch. Cheers all ! J
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Anyone notice anything different in map/tracking station? I've upgraded it to level 2 for manoeuvres etc, but I can't see my debris or contract orbits. Apologies if I missed something! J
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All the info is here: http://forum.kerbalspaceprogram.com/index.php?/forum/82-12-pre-release-branch/
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Hi dark jam, it's been temporarily disabled for a mo in the 1.2 pre-release, from the patch notes: Build 1494 TEMPORARILY disable aim-camera-at-part functionality until we can fix its issues. Its now Build 1500, but i updated and its still off for now. Id just like to add thanks to the staff too, i started a new career in 1.2 pre, and i'm loving it even more now! I'm pretty much back to the level i was in 1.1.3, lots of great new parts and features, and loads of new info in the in-game wiki ! Cheers all, J
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I'm off to re-install then! I will trust your winky face Speadge, and hold you fully accountable if my save gets borked on release!
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Damn! Lol, this is all very confusing! I really don't know what to do now.......so if i continue in my current modded career there is the risk things will get complicated if i copy my save into 1.2 full release. So there is no point in starting a new game until 1.2 is out, or is there?.....gutted! i'm loving the game and i'm a new player and i don't want to stop playing, and i don't want to play sandbox as i look forward to career progress and unlocking new parts. Could a dev let us know whats going to happen with saves? ( pre 1.2 to 1.2 full release )
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I'm going to start a new install and career for 1.2. If I start a fresh game today In career mode (pre release 1.2) will my progress carry over into the full release of 1.2? Cheers, J
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Questions about saves, mods & 1.2
JP76 replied to JP76's topic in KSP1 Gameplay Questions and Tutorials
You know what, the more I think about it, I think I may actually just start a fresh install and career when 1.2 is released. I can see things getting messed up if they don't play nice together! It probably won't take me long to get back to the progress level I'm at now, I've learnt from my mistakes and maybe ill do things a little differently. So, If I was to download the pre release 1.2 today and make a start in a new career, will my progress continue into the full release? Anyone else considered starting over? Cheers all, J -
Questions about saves, mods & 1.2
JP76 replied to JP76's topic in KSP1 Gameplay Questions and Tutorials
Thanks guys, duly noted. I don't mind waiting until the mods are updated, my science lab on the station has 2 scientists on board, they're only level 2 and it'll take a while for all that data to be processed anyway lol! -
Hi folks, I have a few questions about 1.2 once it's fully released. I brought KSP via Steam, and following the advice here, I now run the game from a separate folder with mods (career mode). When the update is released I'm guessing ill have to do the following... 1: Make a copy of my modded folder save files. 2: Install 1.2 via Steam. 3: Copy new 1.2 game files into separate new folder. 4: Replace 1.2 save file/folder with my modded progress saves. Is this correct? **However, I understand that it may take a while for mods to become compatible with 1.2. How long does this usually take? I have built a small station in orbit of the Mun and it has a few Hullcam VDS cameras on it...What happens if 1.2 is never compatible with that mod? (Unlikely I'm guessing) And will my modded save progress work ok within 1.2 once everything is back to normal? Current Mods Installed: KEI KAC Way point manager Mechjeb 2 Chatterer Forscience! Hullcam VDS Cont Scatterer SVE Stock Visual Terrain Kopernicus ModularFlightIntergrator Module Manager TriggerAu Flags If i have anymore questions ill ask here again, but i think that covers it. Looking forward to the full release of 1.2 (how long do you reckon?) Cheers all, J
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Thanks guys. Edit: I seemed to have quoted KerbMav somehow too lol!!
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Oh yeah, I understand that totally, that's what I'm saying. But I was asking/confirming, that to try the pre release, it will have to be a completely separate save/new game start? Cheers, J
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Great news, looking forward to trying this out today! Excuse the noob questions; how does the pre release version work regarding mods? Im guessing it won't yet, so as my current saves are in a separate modded folder, I take it ill have to try the new version completely separately? Cheers, J
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Hey garf, i'm a new player myself, cant help you with the radiator issue, but i can give you a nice tip i learnt by mistake the other day. I sent a rocket on my first orbit of Mun, and i wanted to take Bob the scientist with me to maximize science, so i added a crew cabin and science jr etc, and i wanted to arrive back at Kerbin with everything safe and attached. So i used the over sized Heat Shield (the 2.5 meter one i think) and it worked a charm! looked ugly as hell, but it reduced my speed massively and quickly in the lower atmosphere on re-entry, and i landed safely with all chutes etc unharmed. Infact i don't think i saw any of the little heat bars on any of the parts! Try that if you have it unlocked. J
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Thanks Jaeleth ! Oh i will most certainly be adding DP's etc to everything i launch from now on! Lesson learnt! J
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Hi folks, just thought i'd share my experiences from a contract last night. So i'm a new player, about 30 hrs now in my career mode, and i made a huge noob mistake accepting a contract last night.....or so i thought. A couple of days ago just for kicks, i put my first unmanned probe in a polar orbit of Kerbin, complete with science jr, transmitters, goo etc. Last night i accepted a contract to shift its orbit inclination slightly, wow cool i thought, I can easily do that, the game generates missions based on my actions! However, it soon dawned on me that this probe had no means of thrust, engine long since decoupled, and no RCS or docking port!! I searched the forums, and thanks to all the info here i learned i could use a Claw (grabbing arm). So i researched the part and built an unmanned rocket to intercept the probe to save my ass and contract! With the help of the amazing Mechjeb 2 i was able to do a rendezvous launch, but i had never used the Claw before, and wasnt even sure if it was possible to adjust an orbit of a attached vehicle. It made sense to me that it should work as long as the attached object has means of thrust, however the contract stated that i must be in control of it also. I successfully got within 100m of the probe, where followed a few minutes of correcting my approach speed with short blips of the Terrier engine throttle, a few grab attempts, and then bingo! caught her! I was pleasantly surprised to see that the contract had then changed the name of the mission probe to that of the attached rescue vehicle! A short maneuver later and mission success, contract complete! I was so pleased that i managed to improvise a solution, but with huge thanks to all the help and info on here and wonderful mods. Seriously, hats off to you guys that make mods, and in particular MJ 2, without which i would have struggled. Here is a few screenshots I use references from my favorite movies to name my vehicles/rockets etc, in this case Jaws! I had already name the polar orbit probe 'Amity 1 P' (1 because its my first probe and P for polar orbit ) and the rescue vehicle i named 'OAAV KINTNER' ( Orbit Adjustment Attachment Vehicle) a shot on the way up to rendezvous. And mission success! Thanks to all, fly safe o7. J Edit: Forgot to mention i detached and left OAAV KiNTNER a few hundred meters behind AMITY 1P just in case anything else needs moving, still has over 50% fuel too!
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Only 20 odd hours played so far, and I already have 5 pieces of debris in orbit if that counts! A few decouplers from contracts, a Terrier engine complete with empty fuel tanks, and an SRB! I love how they are persistent, but Im sure the time will come when you need to get rid of stuff. J
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More ex forces here eh, jolly good! I had a bit more time last night and had a proper read of the CKAN thread, made a copy of the game files in a separate folder as suggested. The 64 bit version runs just fine through that, as well as starting it through CKAN. Not sure what's going on with Steam, but to be honest running it outside of it is probably a good thing, the game runs fine and that'll do for me. J
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Hey thanks for the welcome Pecan. I got my PC originally for flight sim (FSX) so yup 64 bit. I7 4770 @ 4.2 g, 8 gb ram, 780ti. Windows 7 64 bit. I installed CKAN and added the SVE stuff, Chatterer, KAC, and HullCam VDS. All checked and up to date. I'll have a look at those others you mention too, thank you Sir. Oddly though I had 2 CTD'S in a row on trying to load the game after adding them, however the game ran just fine when I launched it via CKAN and not through Steam. Looking and sounding real nice now! I didn't really have much time earlier to look into the causes of the CTD'S, but I'll have a look later on. Thanks again! Cheers, J
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Hi folks! Hope I'm not too late to this party!? Why is it that I always discover epic games when they are a few year's old!? I'm John ex Army, from UK.......and I'm a KSP addict! Brought the game (PC) on steam the other day and not been off it since. I seriously think you need to add a disclaimer or warning about the lack of sleep and epicness that will follow when one installs it!! Started on career mode, followed a few of the training missions, and yesterday I managed my second orbit of Kerbin for a contract to test radial decouplers @ 500,000m! Ive found Scott Manley's, and others tutorials, and decided to try a few mods today too. I would be interested in a visual one, the chatter one, and a camera/views mod. (Think I saw one where you can watch launches from a static position or strap kerpro cameras (TM) to SRBs etc. I'll have a good look at the mod section in a while. And im also looking forward to seeing what the community has to offer and getting involved. I'm sure this forum will be a great help and source of info! (Already bookmarked!) Cheers all, J For Science! o7