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JoshuaRaven

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Posts posted by JoshuaRaven

  1. 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
  2. 9 hours ago, jd284 said:

    You kept him up there for 15 days? Because that should be the grace period he'll be fine without supplies...

    Still, depending on your science progress, there's several ways to rescue him:

    • Launch another ship, and use it to just bump Jeb's pod retrograde until it reenters. He should come back to his senses in time to deploy the parachutes. Hope the pod design doesn't rely on good reentry orientation though... or that it's aerodynamically stable at least.
    • Bring an engineer with a wrench (and KIS) to attach a docking port, dock and transfer supplies.
    • Or attach a probe core this way and deorbit him using remote control.
    • Or another pod with  second pilot.
    • Grab it with a klaw and deorbit (or transfer supplies).

    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.

  3. 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?

  4. 39 minutes ago, OhioBob said:

    Don't copy "GPP Kerbal Konstructs" into your GameDate folder.  You have to drill deeper and copy the contents of the GameDate folder of the .zip to the GameDate folder of your KSP installation.  In the .zip file your will find,

    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!

  5. 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 :cool:

    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:

    Quote

    Kerbal Konstructs isn't installed properly. It has hard-coded pathing for finding the textures it needs. See the Installation section of the OP to find out how KK should be installed. This may also occur if you have a duplicate dll lurking in GameData. Make surethere's only one KerbalKonstructs.dll, and that it's in GameData/KerbalKonstructs

    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?

  6. This is a great mod, love its simplicity and functionality :kiss:

    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.

  7. On 11/12/2016 at 9:24 PM, tomf said:

    The small cube pack chute seems to be reporting its unpacked size or something in the VAB. Start a new rocket with just a core like stayputnik - the hight in the engineers report will be 1m. Attach a single pack chute to it and the height jumps to 10.7m

    I'm having the exact same issue.

     

    See this report as well: 

     

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