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chatyakksp

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  1. Installed it manually. Running default scatterer, eve, and stock visual - seems to be doing okay I think. Just wanted some basic mods visuals
  2. I am trying to reinstall EVE for the latest version of KSP but CKAN says it's not available? https://prnt.sc/s5y6fw I just installed scatterer from CKAN but what else am I missing? I remember having both a long time ago.
  3. Alright, thanks. It's been a while - just picking up an older career mode I had. The KER mod doens't require the circuit board to be added to the ship anymore does it? A few things outdated/not active so just getting readjusted.
  4. Thanks for the thoughts on the tanks. Contract...... well I"m not sure - nothing is marking it complete. Tried multiple times now different ways. Possible glitch?
  5. Have to test a separator in orbit of the sun. Whether I right click or use spacebar.... nothing seems to be working and the mission will not complete? Photos attached: Also on a sidenote - why is the delta V on the flight engineer sidebar vastly different from the delta V on the staging bar area in blue?
  6. It looks mod related - though I'm not sure why the stock game wasn't working before. Just adding them back in, in groups. Looks like I lost some ships though that had KER or other parts on them.
  7. My tracking station and mission control are both level 3.
  8. Thanks for the input fellas. Regarding the cloud sync - does it only sync the save or does it save everything (ckan, mods, saves, etc)? I have noticed some of the items working in 1.7.1 even though its outdated - interesting. So I can remove KER and Precision node at this time then? I'll give it a go and see. Edit: Apparently I'm not able to use the new maneuvering nodes in the game as shown in the teaser video here: https://prnt.sc/nzqgwc - it's greyed out and nothing happens when I click them as shown here: http://prntscr.com/nzqi1m What am I missing?
  9. Hi All, It's been a long time since I've sat down to pick up a campaign from a year or two ago. I've noticed quite a few changes since. Long story short... I had CKAN installed way back when with a bunch of mods and a lot appears to no longer work.... image here: https://prnt.sc/nzncir 1) Have these mods been updated or are there replacements for them? 2) I noticed in the game options on Steam that KSP now has cloud saving? Do we need to back up the whole folder and copy/paste it between different machines now or is this automatic? Need to re-familiarize myself with a bunch of things again. Thanks
  10. It might be because of the K&K planetary modules on the ship. I split two kerbals (1 in pod 1 in K&K module) and both had a suborbit/orbit checkmark on their journey. Only the one in the pod checked off. Has anyone else noticed this? I find this weird considering that the contracts to support 11 kerbals in space etc.. check off fine when using K&K.
  11. Not sure why my contract isn't checking off. It did NOT state to build a new ship and I have a circular orbit around kerbin (and have sped u p time to go around once). Is there a minimum time limit in game to achieve this? I've done other tourist contracts that worked ok. Not sure what the problem is. I have the tourists in the K&K module - not sure if that makes a difference.
  12. Here are a few more pics of my recoverable rocket (just added some more of a base and chutes and gears): It seems ok? Legs broke under landing test with full fuel but after orbit and no fuel it should be ok... just a matter of stacking modules now to low orbit and docking in orbit? This is what I had planned out on land test - but I'm not sure if that's the way to go with splitting up modules into one long core and then the side pieces:
  13. Thanks for the input all. Just a note that I don't have ISRU yet as I only have this part of the tech tree built up (click to make bigger): So I'd have to land with fuel tanks or let time pass for more funds/science. My problem is funds and efficiency in rocket design - and for the modules being built together - each piece I'm putting together requires a probe and mono correct (in order to be controllable?) So I send up a stack of habitats let's say, from the K&K mod - and each one has a probe, a battery, some mono, and rcs thrusters on it - in order to dock together - build it in orbit - then fly up another rocket that will move it to mun? I thought of building a base with the stock parts but really wanted to try my hand at K&K units - maybe I'm biting off more than I can chew at the moment. I have docked before a few times and landed on mun and minmus a bunch - that's about where I"m at it skill/design wise. First I played around with this: I had to add the fuel tanks on the left to stabalize the center of mass but its too wobbly a bit (just referencing ibeam nothing else) Next, I built this: I have stage recovery installed and am able to recover the two side boosters almost fully with that setup, but haven't figured out how to recover most of the middle section yet. It's not a complete rocket - just testing the bottom stages to see what could be recovered. I would add the base parts on the top and use a fairing. This contract is only $400K and I don't have the parts for a SSTO yet properly (or easily I'm aware of - no rapiers) so I'm thinking of using this second setup to move modules into space and then re-enter with the main rocket.
  14. Thanks all. My problem is launching a base. Spent all day at it and getting nowhere. Using K&K planetary and attempting to attach to i-beams but the cost/overbuilding and all just isn't working. Getting very frustrated. Wanted to dock "normally" on 1 contract before using KAS which looks and has better function in my opinion.
  15. Just want to clarify for a mission I have... here's a photo: Does this base need to be one connected piece or can I land separate fuel tanks all near each other on the mun? Otherwise I have to dock it in space and land as one big go? I'm debating using the kerbal attachment system - been playing around with it on land and find that it should have been something in the main game.
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