JoshuaRaven
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I have three mini battery packs attached to my ship. I've flown it once, and recovered it. Now it says that two of the three have a high chance of failure (25+%). I don't really understand some mechanics here: Why do only two of the three have a high chance of failure? (the third battery is at 15%) I thought the idea was that flown parts become more flight-proven and thus less likely to fail, yet for those two batteries, the failure chance went up compared to the maiden flight
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[1.3.0] Launch Numbering 0.4.0
JoshuaRaven replied to Damien_The_Unbeliever's topic in KSP1 Mod Releases
Awesome, thank you very much. -
[1.3.0] Launch Numbering 0.4.0
JoshuaRaven replied to Damien_The_Unbeliever's topic in KSP1 Mod Releases
Definitely. That's exactly why I asked. -
[1.3.0] Launch Numbering 0.4.0
JoshuaRaven replied to Damien_The_Unbeliever's topic in KSP1 Mod Releases
@linuxgurugamer did you remove your custom release in anticipation of your changes being merged upstream? Just asking, since I'd like to use your changes, but see (assume?) that @Damien_The_Unbeliever hasn't found the time yet to merge and release your changes (which is totally fine, I want to add). -
Yes, I use the KCT mod, so I fast-forwarded a month to upgrade my astronaut complex (to allow EVA'ing), only to find Jeb as a tourist when I got back to his ship. Thanks for the suggestions. I already have access to the wrench, and probe cores, so I'm going to try to go that route.
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So, I just launched my first crewed mission on a hard career game. I totally forgot I had USI-LS mod installed, and didn't send any food with the mission. Now my capsule is spinning around Gael (starter planet for Galileo's Planet Pack) with Jeb as a "tourist". I like my games to be hard, so I plan on changing the configuration to set the starvation status to KIA, but right now, I'd like to get Jeb back home. The only problem is... how. I didn't add any LS modules to the vessel, so there's no empty "supplies" resource bar, and as far as I can tell, this also means there is no way for me to get fresh supplies onto the vessel. Furthermore, since EVA isn't possible, I can't just send up a new ship and have Jeb transfer to the one with supplies. I also can't lower the ship into a suborbital trajectory, because I can't control the ship, so I can't steer it downward, or enable the parachutes if I have some other ship push it downwards. Is there any "in-game" way of solving this problem? Or should I just accept this one-time slip up, edit the save-game to resupply the ship, and then change the config to have it be a KIA situation next time?
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JoshuaRaven replied to Galileo's topic in KSP1 Mod Releases
Sorry, I added an "EDIT" paragraph at the top of my post, as I found out about this seconds after posting, bug I guess I should've deleted the post. I thought it good for others who might run into this problem. Thanks for the help!- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JoshuaRaven replied to Galileo's topic in KSP1 Mod Releases
EDIT: never mind, I am an idiot. When opening the "GPP Kerbal Konstructs" folder I am greeted by a "Gamedata" folder which contains the "KerbalKonstructs" folder. Clearly, I'm supposed to copy all these files to the root Gamedata folder I am a bit confused by the KerbalKonstructs integration, and can't find the answer either here or on GitHub. I copied the "GPP Kerbal Konstructs" in the "optional mods" directory into my GameData directory and now have a "GPP Kerbal Konstructs" folder in there. However, when starting a new game, the icons in the toolbar are all white. In the KerbalKonstructs forum posts this is explicitly mentioned as: So now I'm confused. Should I rename the directory? Or should I install both the original plugin as well? On the install post for this mod, konstructs is marked as "bundled", so I assumed that meant I shouldn't install the original mod as well. Now I'm also beginning to wonder if I should rename (or install the original version) any of the other "bundled" mods as well, to prevent any issues?- 7,371 replies
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This is a great mod, love its simplicity and functionality One thing I noticed: it seems like you are able to do science projects using the "here and now" panel, even if you have no active connection to the space center, when using the Remote Tech mod. Clicking the individual science buttons on the modules results in the correct error, but the here and now panel accepts retrieving science either way.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
JoshuaRaven replied to RoverDude's topic in KSP1 Mod Releases
I'm having the exact same issue. See this report as well: