Morgan927
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Everything posted by Morgan927
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Plenty of E/C (78416) I can't paste a local image in apparently... I don't want to create yet-another-acct somewhere that I have to track, just to post an image. Why can't we just upload an image file? What other mods that affect resources? Perhaps I should clarify that I had a drill working and pulling ore (about 1600 total). Now nothing will. Subsequent research makes me fear that the small asteroid does not have any ore left. I do not know how to check. Geez, not sure which affect resources, but here is all the mods I have. KSP: 1.11.2 (Win64) - Unity: 2019.2.2f1 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - 3.2.6 USI Tools - 1.4 KSP-Recall - 0.1.0.8 ABCors - 0.5.1.2 B9 Part Switch - 2.17 BAM - 1.3.3.3 Community Category Kit - 5.2 Community Resource Pack - 1.4.2 CommunityTechTree - 3.4.3 Contract Configurator - 1.30.5 Contract Pack: Exploration Plus - 2.0.1 Contract Pack: Clever Sats - 1.4 Contract Pack: CommNet Relays - 2.1 Contract Pack: Field Research - 1.2.2 Contract Pack: Historical Progression - 0.9.2 Contract Pack: Kerbal Academy - 1.1.10 Contract Pack: Bases and Stations - 3.7.2.5 Contract Pack: RemoteTech - 2.1.4 Contract Pack: Tourism Plus - 1.5.2 Crowd Sourced Science - 6.0 CustomBarnKit - 1.1.21 DecouplerShroud - 0.7.2 DynamicBatteryStorage - 2.2.2 Easy Vessel Switch - 2.2.7689.40431 Firespitter - 7.17 HideEmptyTechTreeNodes - 1.3 Interstellar Fuel Switch - 3.29.2 KAS - 1.7.7516.37663 Kerbal Engineer Redux - 1.1.8.3 Kerbal Inventory System - No Fun - 0.1.10 Kerbal Joint Reinforcement - 3.5.2 Kerbal Reusability Expansion - 2.9.1 Kerbal Inventory System - 1.28.7685.40880 KSP-AVC Plugin - 1.4.1.5 Module Manager Watch Dog - 0.0.1 Docking Port Alignment Indicator - 6.9.2.2 NearFutureConstruction - 1.3.1 NearFutureElectrical - 1.2.2 NearFutureExploration - 1.1.1 NearFutureProps - 0.6.4 NearFutureSolar - 1.3.1 NearFutureSpacecraft - 1.4.1 Final Frontier - 1.10.0.3485 OPT Reconfig - 3.4 Photon Sailor - 1.7.1 PlanetShine - 0.2.6.3 Procedural Fairings - 1.8.3 RemoteTech - 1.9.10 ReStock - 1.3.1 ReStockPlus - 1.3.1 SCANsat - 1.20.3 SETI-CareerChallenge - 1.3 SETI-CustomBarnKitConfig - 0.9.1 SETI-Greenhouse - 1.2.1 SETI-MetaModPack - 1.3 SETI-ProbeControlEnabler - 1.3 SETI-RebalanceMaterialsGoo - 1.3 SETI-RemoteTechConfig - 1.3.0.1 ButtonManager - 0.0.1 SpaceTuxLibrary - 0.0.6 VesselModuleSave - 0.0.1.1 StationPartsExpansionRedux - 1.4 Strategia - 1.8 Surface Mounted Lights - 1.17.7665.33291 Trajectories - 2.4 Kerbal Alarm Clock - 3.13 Transfer Window Planner - 1.7.2 TrimIndicator - 1.11 TRP-Hire - 0.6.10.2 TweakScale - 2.4.5 Konstruction - 1.4 KSP Interstellar Extended - 1.28.5 Kerbal Actuators - 1.8.3.1
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I installed this mod a while back and am just starting to use it on 1.11.2. I brought a small asteroid to LKO and attached to my station. I have tried the Large Mining Auger, Drill-o-matic and the tremor stack drill. None will harvest. I "Start Asteroid Harvesting" and I hear a grinding noise for a split second (on the drill-o-matic) and then nothing. I am sure I am missing something required to do the drilling, but I have no idea what.
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Planes / Spaceplanes unflyable!
Morgan927 replied to Morgan927's topic in KSP1 Gameplay Questions and Tutorials
My favorite, which I was unable to get working, is a Saitek X-45 with separate throttle. In total, there are 3 or 4 hat switches, multiple buttons, etc. It is a digital stick set. -
Planes / Spaceplanes unflyable!
Morgan927 replied to Morgan927's topic in KSP1 Gameplay Questions and Tutorials
So, I think I am good now. Not sure who all helped. quite a few so I thank you all. I did the following: + stopped using SAS (BIG ONE) + one control per surface (no controls on asymetrical surfaces) + used trim for most things -
Station changes type to base
Morgan927 replied to Morgan927's topic in KSP1 Gameplay Questions and Tutorials
If the name was set to with what ever name the root part had...... This is a feature request, I think. -
Station changes type to base
Morgan927 replied to Morgan927's topic in KSP1 Gameplay Questions and Tutorials
I figured that was the problem. I am hoping there is a solution. Really makes me mad that my station (huge) gets turned into a base. I guess like a "specify root part" while not in VAB or SPH. -
I have a space station with 575+ parts. Every time I dock to it and undock, the station changes to a base. Presumably because some of the connected items are from the K&K planetary base pack. Sometimes when I dock, the station even changes names. what!?
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I saw the old thread on targeting getting confused and targeting something else and coming back. That used to work, but it no longer does. I have target switching locked and cannot get rid of it. I docked to the station with more crew, and they are stuck in the capsule unable to transfer. I tried EVA, but I cannot shuffle crew around that were already on the station either. This is a VERY stupid bug that should be so simple to fix.
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Planes / Spaceplanes unflyable!
Morgan927 replied to Morgan927's topic in KSP1 Gameplay Questions and Tutorials
GoSlash27, I have built many flying models and never had these problems. Would help if the center of pressure was shown for various speeds as well as CoL. The center of pressure moves as speed changes. I followed a couple of the tutorials. Nothing I didn't already know. I even tried to re-create the same ship, but the tutorial was on such an old version I did not have the same parts to use. I have unlocked almost everything. I wonder how much of my problems are my CPU is just overloaded. I tried sandbox with nothing else going on in the game, no other ships....and the smaller craft work ok. Put them in my career game and issues start. I mean, it is not like I am a character on "Red Dwarf" or anything like that! Sorry, I just had to say something! lol I see all these space planes, but if they do not have a cargo bay, what good are they? The only reason I want them is as a shuttle to and from orbit. -
Planes / Spaceplanes unflyable!
Morgan927 replied to Morgan927's topic in KSP1 Gameplay Questions and Tutorials
I don't do sandbox, but I guess I should try. -
Planes / Spaceplanes unflyable!
Morgan927 replied to Morgan927's topic in KSP1 Gameplay Questions and Tutorials
I assumed it was my design so was downloading other people's, large and small. I have gone through 12 without success. I gave up for a while until I tried this monstrosity, because I am playing with kOS, and through it would be cool to have a large working spaceplane already scripted. I didn't think I would need those external devices, but I was reminiscing on all the ancient useless hardware I still have. -
Planes / Spaceplanes unflyable!
Morgan927 replied to Morgan927's topic in KSP1 Gameplay Questions and Tutorials
I just remembered, I have a throttle block (4 engines with mixture), steering wheels, rudder pedals, and others, but all of those are 15 pin. -
Planes / Spaceplanes unflyable!
Morgan927 replied to Morgan927's topic in KSP1 Gameplay Questions and Tutorials
@GoSlash27, I have tried setting control surfaces to only one function, but was trying to be more realistic. How in the world do real aircraft fly if they are that sensitive? @Zeiss Ikon, I understand. I have not hundreds, but dozens of hours flying RC, and I have 200 hours in a military F-16 simulator (worked for Singer-Link in the day) and about 10 hours in Cessnas, 2 in a C-130, 6 in T-37....etc Never had so many problems. I have literally thousands of hours flying various PC based sims. I tried using joysticks. I have four of them, but apparently, the drivers for all four of them don't work on Win7, only WinXP. Also, not sure if the 15 pin adapter to USB for one, works with the others, 3 of them are 15 pin only. Hate to buy another, my favorite was expensive, 15 years ago. I am to the point where I need a shuttle so will keep at it. -
Planes / Spaceplanes unflyable!
Morgan927 replied to Morgan927's topic in KSP1 Gameplay Questions and Tutorials
I will try the yaw only, however, isn't this a craft setting, not a game setting? I downloaded Marcus House's Trident spaceplane which flies beautifully in his videos, but not for me. I will also try flying with SAS off, and using trim. Here is the video of the spaceplane. -
I admit I am probably running too many mods, and it appears to be one or more of the mods causing my memory leaks. Is there a way to determine WHICH mod is causing the problem or is maybe the KSP API/interface to mods the problem? I have 16 GB in my laptop, when I start up the 64bit version with my full career mode game, it fills about 3.5 GB of RAM. I play for a a few hours and it is using 4.5GB. I press escape and go to bed. I wake up and check it 12 hours later, and 15.3 GB are in use WITH IT PAUSED! What is the world is going on? I am running 1.3.1.1891 and the only other things running other than system processes are one windows explorer and the task manager.
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I have been trying to create usable planes and space planes for quite a while. I finally get the COL/COM balanced well, and I cannot yaw without pitch and roll being induced, and all rotations seem to induce rotations on the other axes. For example, when I try to roll 45 degrees left, I get right yaw and down pitch. Once I get on a heading, I have a VERY hard time turning. I thought I was designing them incorrectly so I downloaded an SSTO from Marcus House's page and tried it....same thing. Also, I used his kOS script to attempt to get it into orbit and the engines shutdown due to overheating well before the closed cycle starts. I suspect I have installation issues. Either my dual core laptop (which seems to be pegged most of the time) just can't do it, or I have some difficulty setting set to hard. Any ideas? I am very frustrated with the planes.
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Landing gear and other parts
Morgan927 replied to Morgan927's topic in KSP1 Gameplay Questions and Tutorials
Ok, just what is sounds like, though I can't imagine not wanting that on by default. I will make a listing of some of the others that I am not sure of how to use. -
That will help. Thanks!
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I have noticed that some parts have an option for rigid attachment. What exactly is that?
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The hide mod looks cool, but I would like to fill the tech nodes if that is possible. Mainly because I suffer from CDO, a VERY severe form of OCD. lol
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I modded my KSP a while back with a bunch of mods, I think there are 32 of them. Mostly to put unmanned before manned flight, and to expand the tech tree. However, I notice that 6 of 22 of the 550 level science nodes and above don't actually have any parts in them. At the next level 1000, only 4 of 20 have parts in them. At the 1500 level, only 2 of 21 have parts, yet these empty nodes are prerequisites for other nodes that also seem empty. Did something not install correctly? do I have some conflicting mods? How would I even START to debug this? I am afraid of removing modules, because many of my existing ships and flying probes, relays, etc. may have parts removed by any mods I remove. I have science to spend, but not to get nothing! My KSP is running 1.3.0.1804 and these are my current mods: KSP: 1.3 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit B9 Aerospace Procedural Parts - 0.40.13 Community Category Kit - 2.0.1 Community Resource Pack - 0.7.2 CommunityTechTree - 3.2 Crowd Sourced Science - 4.1 DMagic Orbital Science - 1.3.0.10 Contract Parser - 1.0.7 Easy Vessel Switch - 1.5.6471.31118 K2CommandPodContinued - 1.1.8.2 Kerbal Attachment System - 0.6.3 Kerbal Engineer Redux - 1.1.3 Kerbal Inventory System - 1.7.6468.41490 KSP-AVC Plugin - 1.1.6.2 KSPRescuePodFix - 1.1.0.7 NavBallDockingAlignmentIndicatorCE - 1.0.2 Docking Port Alignment Indicator - 6.7 PartOverhaulsSETI - 0.9.2 Kerbal Planetary Base Systems - 1.5.2 SCANsat - 1.1.8 SETI-CareerChallenge - 1.3 SETI-Greenhouse - 1.2.2 SETI-MetaModPack - 1.3 SETI-ProbeParts - 1.3.0.2 SETI-Rebalance - 1.3.0.2 SETI-RebalanceMaterialsGoo - 1.3 StationScienceContinued - 2.3 TakeCommandContinued - 1.4.9 Kerbal Alarm Clock - 3.8.5 Transfer Window Planner - 1.6.2 Universal Storage - 1.3.0.1 Unmanned before Manned - 1.3.0.2 [x] Science! - 5.10
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I am running 1.2.2. I thought I remembered it being moved on the fly in a video, but perhaps not....Maybe the presenter edited out the settings part from the video. I did not find it, but found a mod that allows it to be moved on the fly. I was adding KAS and KIS when I saw it.
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I have seen in some of the youtube videos of KSP things, where the navball was over in the lower left corner. I cannot move mine. How can the navball be moved around the screen?
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I have seen references to time acceleration and physics acceleration. I don't know what physics acceleration is or how to invoke it.