Jump to content

Malcymalc

Members
  • Posts

    21
  • Joined

  • Last visited

Everything posted by Malcymalc

  1. I'm not getting that - my flame isn't there and if I click on "Toggle Servo GUI" nothing happens - I'm also missing several other buttons that you seem to have: https://steamcommunity.com/sharedfiles/filedetails/?id=2682845203 Thanks for the quick responses!
  2. Extend the arm how? I just attached it directly to the Buffalo like a lance in my test. No flame. And when you say "turn on the recycler" - do you mean I need to be carrying a recycling module as well as the recycler arm on the rover? My previous plan was to have a two man crew (pilot and engineer) and just EVA the engineer to dis-assemble each part to fill the Materials kit container. The recycler arm looked like a good option if I just fitted it to the spacecraft as it would save needing an engineer for so many EVAs. It's been a couple of years since I last played a KSP campaign so I've not used actuators or any of that stuff - do I need the Breaking Ground DLC for the recycler arm to work?
  3. Can anyone explain to me how to use the Recycler Arm? I'm thinking of building a spacecraft to clear up my debris and convert it into Material Kits (I'm using several USI mods on this run) but when I try to test the Recycler Arm in practice nothing happens. I just attached the arm to my Buffalo rover and slapped a USI material kit container on the roof, drove up to a fuel tank, touched it with the arm and fiddled with the buttons - it's set to "recycle", and to recycle to material kits - I press the third button and nothing happens. Is there some other part I need? Or am I doing it completely wrong?
  4. Yes. He's just a 1 star guy, nobody special. I take it there's nowhere in the settings where I can limit the speed to 20kph (5.55m/s) ? So can I - when I was driving the rover myself I got up to about 20m/s (80kph) on fairly smooth ground and noticed the rover was taking off quite a bit, so throttled right back, hence my concern at 120kph.....
  5. I loaded this mod recently and I think it's absolutely excellent. But my Kerbals seem to drive at insane speeds - the first rover I sent to the Mun is driving from one point to another at 33.9m/s. That's 122kmph!! I loaded the Rover with about 60 days of supplies (I'm using USI Life Support) and my plan was for two kerbals to visit each biome and load up with science reports at each before being collected by a lander to return home. I was a little concerned that I might need to deliver more supplies, or swap the crew before completion of the mission as it would take so long. Bon Voyage is brilliant at what it does but is there a way to limit the travel speed to somewhat more realistic maximums?
  6. Hello, Thanks for the prompt and very full answer. Unfortunately that sounds way beyond my abilities! So I launched a supply vessel for the MinMus Station with a simple adapter piece (Clamp-o-tron Docking Port on one side and a Clamp-o-tron Construction Port on the other), docked it with the Station, then docked the original ship with the new adapter. I thought about carrying up a new docking port and replacing it with KAS - but I've never really mastered the system in orbit. The Construction Port is a piece from KIS/KAS - essentially it works just like a regular docking port but there's an extra button on the pop-up menu that offers the option to "weld the port" (or something like that). You click on it and there's a little puff of smoke and the docking port disappears leaving the two segments previously docked looking like you assembled them in the VAB. It's supposed to reduce the part count or something like that (you can tell I'm highly technically minded when it comes to this kind of thing). Malc
  7. Perhaps this a stupid question. I launched a couple of new modules to add to a space station around MinMus when I came to dock them I realised that I had a regular Clamp-o-tron Docking Port on one and a Construction Port on the other - is it possible to delete one port and replace it with a compatible port so i can dock the two vessels? And, if so, how?
  8. Question - apologies if this is the wrong thread to ask this - I can ask an engineer kerbal to disassemble components in orbit or on a planetary base. Is there guidance anywhere as to how many parts you get from the disassembly of a given dry tonnage of rocket? I'm thinking of adding a storage container to my next station for this purpose and would like to have some idea of how big to go (apart "from as big as possible").
  9. Even better! Thanks for the explanation. I wasn't having a good evening last night as, once Jeb and Bill rendezvoused with the broken satellite, the spare parts showing in the "normal" inventory weren't appearing in the "KIS inventory" so I couldn't see any way to repair the satellite. For a mission intended to complete multiple contracts to fund an upgrade of the R&D it's turned into an expensive failure....At least I got to practice rendezvous and docking...
  10. Apologies if this is a stupid question but I've returned to KSP after a few years away and I'm very new to KIS I've sent a repair ship to the Mun to do a couple of satellite repair missions, after collecting an engineer from my space station. While at the station Bill successfully conducted repairs using parts brought up by a different supply ship. Before setting out I loaded the repair ship in the VAB with a surfeit of the repair supplies, spare parts and tools necessary to do the jobs. When I arrived at the first satellite I can see everything in the "normal" inventory - but the KIS inventory is empty of everything but an EVA resupply tank. I can't transfer parts between the two, or grab something that isn't there. I read the KIS User Guide before starting the mission and can't see any mention of anything that might address this problem. What dumb user error have I committed?
  11. So I'd need to bring up umpteen bracket things and fit them with KIS? Oh joy! It does seem a bit counter-intuitive that a Kerbal can be sitting next to a container of supplies inside his ship and starve - but when the container is bolted onto the outside of his ship he can eat them...
  12. Apologies if this is a dumb question but I'm just starting out with USI-LS. I have a small ship (Mk 1-3 Command Pod + Hitchhiker) crewed by Jeb and Bill. They carried some spare parts to my first space station, and took on some supplies (several of the small 100 NOMS packs stored in the inventory in both the Pod and Hitchhiker) brought up by a second vessel. Jeb and Bill then undocked and the life support screen said that they were starving - counting down with 14 days to go. Why can't they access the supply packs? Likewise, the life support screen for the station only seems to recognise the 300 supplies in the cupola command pod but not the 1000 or so supplies scattered around the station in inventory. Have I made some basic design mistake here?
  13. Thank you both for your very quick replies - the mod is now installed and seems to be working fine. As a supplementary question does the package include appropriate contracts for testing / research? I'll be playing in career mode and usually need cash at some point (due to my propensity to fail to achieve successful missions first - or third - time around).
  14. Apologies if this is the wrong place to ask. I'm returning to the game after about three years away, with a fresh install (KSP v. 1.12.2.3167) - when I last played I used USI LS and MKS plus the rovers. I'm looking at the Constellation downloads and there seem to be multiple options to choose from - should I be getting the "Unstable Release 112.0.0" or the "Unstable Release 112.0.1 bleeding edge.1", or one of the previous iterations?
  15. And this looks like the reason for my earlier comment about the bottom two lines of the tech tree not being populated. I had to reload everything because of an unrelated issue (my ships started revolving uncontrollably, and, surprisingly, it wasn't because of my poor design). I reloaded most mods using CKAN, tested my rocket in sandbox mode and then loaded my saved game. I now have a bunch of rockets I can't use because the MKS / OKS components have moved within the tech tree. I've also got to figure out how to find a lot more science to unlock the bottom two lines of the tech tree! But this is all fine because things are mostly where I expect them to be and the career mode progression makes more sense!
  16. Thanks for your very comprehensive reply. That is pretty much what I thought was the case!
  17. Hello Thanks, I'm aware of that. That is what I've mostly been doing. The problem is that modders don't seem to consistently place their parts within the appropriate 'bucket' - so what one refers to as payload, another might define as something else. I'm playing in Career mode and am still early in my career - by the time I reach the end of the tech tree .... I wondered if a set of definitions existed that might help solve the issue. Not that I'm ungrateful for the choice but right now it is a bit overwhelming. Malc
  18. One general question about mods and the Community Tech Tree - why is it that the bottom two branches of the CTT seem unloved by mod designers? Several mods I've loaded include recycling units, for instance, and yet don't require you to research recycling to use them. Were these two branches late entries into the tree and it would be a hassle for modders to move the items concerned? I realise that it isn't the designers of the tech tree that decide where things go but I was just curious about this.
  19. I'm fairly new to KSP so this may already be covered in another thread. One thing I've noticed as I add mod part pack upon mod part pack is that some Mod designers just dump everything in one category or scatter their parts across a number of places. Currently I seem to spend a lot of time looking for parts when I'm building a new rocket because the parts aren't where I'd expect them. Is there a set of standards that define where a part should go? And one other thing - could Mod designers say where the parts appear in the tech tree when documenting their mods? I like to find a part in the tech tree just to see whether I've loaded the Mod correctly and saying where I can find the bits would help greatly in my search!
  20. Today I successfully orbited the Mun and returned Jebediah to the Kerbin Highlands - unfortunately he rolled away and exploded when I tried to get him to do an EVA report. He is currently 'missing in action'. I also spent a large chunk of my day trying to get ScanSat to work. I've installed it, re-installed it, taken it out of it's package and installed it and generally got very frustrated. I can see it loading and have the latest version of Module Manager but the damn thing thing still doesn't work. I'm not even getting the Scan Sat options toolbar thing. I seem to have problems loading some mods and this is one of them. I want it for MKS / OKS Kolonization so this is a major pain.
  21. I've been playing for about a week in career mode and I have a question about Aerospace & contracts. At the moment I've got a lot of 'collect atmospheric report from position 'x' ' contracts building up in my contract offers page. These contracts seem to offer some money but not much science. Based on my current abilities I can't fly a rocket accurately enough to achieve the mission parameters so a plane is necessary (I can orbit a Kerbal and return him to Kerbin, and have done a Mun flyby). Given that I'd need to invest 45 science to get basic Aerospace plus 50K on upgrading the runway (I haven't yet got up enough speed to launch from the original dirt field) this seems a hefty investment for early game. My question is - will there be future contracts that will repay the science / cash investment or is flying something of a dead end in KSP career mode?
×
×
  • Create New...