-
Posts
4,119 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Geonovast
-
That is really good to know!
-
Probe does not connect with sattelite
Geonovast replied to Crystalking8's topic in KSP1 Gameplay Questions and Tutorials
Welcome to the forum, @Crystalking8! There are two types of antenna in the game: Direct and Relay. The DTS-M1 is not a relay antenna. In order to bounce a signal through a satellite, the satellite you're going through must have a relay antenna on board. This wiki page will show you all the antennas in the stock game, and which ones are relays. https://wiki.kerbalspaceprogram.com/wiki/Antenna -
[1.12.x] Tweakable Everything Continued (replacement)
Geonovast replied to linuxgurugamer's topic in KSP1 Mod Releases
@dronkit, I have removed the large log snippet from your post. Please upload your full log file to a file sharing site, such as Google Drive or Dropbox, and share the link for it in your post. If you'd like, you can include a small portion of the log in your post, but please keep it fairly small. Large blocks of text can interfere with page loads, specifically on mobile devices. Thank you! -
Yup. @adsii1970 @adsii1970
-
How to switch off the hint screen
Geonovast replied to KrisKelvin's topic in KSP1 Gameplay Questions and Tutorials
Create Sandbox Save. Once you're in game, immediately hit ESC and click Save Game. Name it something like "Clean Slate" or whatever you want. Clutter up save with a bunch of test flights. Next time, open the same Sandbox Save. Hit ESC, Load Game, and select "Clean Slate" Poof! All your previous flights are gone, but if you saved any designs you liked in the VAB/SPH, they'll still be there. -
Need help with animations
Geonovast replied to Geonovast's topic in KSP1 Modelling and Texturing Discussion
Ah yes. I did leave that detail out. I did indeed set it to legacy. -
I'm trying to make a very, very basic proof-of-concept launch clamp just so I can understand the process and make sure I know how this works. I seem to have most of it behaving, except for the animation. I've never gotten an animation to work on anything. I'm using Blender 2.71 because it's what I'm used to. I've tried 2.83 and it's rather confusing since they seem to have moved everything and all my muscle memory is now useless. I'm using Unity 2019.4.0f1. I realize it's not the what I'm supposed to be using for 1.8 +, but 2019.2.2f1 isn't available for Linux. If either of these versions could be the problem, let me know. Yesterday I got emissives working in 1.9.1 with Unity 2017.1.0 so I wasn't sure how critical exact versioning was. This is what I started with for the clamp: And this for the animation. https://www.youtube.com/watch?v=n0VspDUOErE&t=397s You may notice that these are rather outdated, since I can't really find any sort of current tutorials. So the clamp is placeable and it functions as a clamp. Release works fine, but the animation doesn't run. In Blender: Animation in Blender: In Unity: I can run the animation in Unity, in the bottom right as shown, but I can only get it to run in the Scene if the animation component is added higher up in the hierarchy. If I put the animation component on anything other than the object highlighted in the gif, it won't run in scene when I go to Window -> animation I have tried multiple combinations of which object to put the Animation component on, as well as many different variations in the config file for trf_animationRoot_name and anim_decouple_name. Nothing seems to work. However, if I have the "Play Automatically" box checked in the Animation component box, the animation will run immediately when placing the clamps in the VAB. So I know the animation's getting into the .mu file. I'm hoping it's just a matter of me not being able to figure out how to call it. Here's the config. I just hacked up the stock launch clamp config file. Any help would be appreciated. Let me know if I need to provide any more info.
-
I tried both the Github and the Spacedock downloads. Both work fine in 1.9.1. I even installed it wrong to see if that was your issue. I had both setups (First is "correct"). KSP should complain if you have the wrong structure. <KSPfolder>\game\GameData\VaporVent <KSPfolder>\game\GameData\GameData\VaporVent It sounds like you installed the source. I would just install it from SpaceDock to ensure you get the release and not the source.
-
Maneuver nodes for orbit insertion burn?
Geonovast replied to Johnny Wishbone's topic in KSP1 Discussion
Guys, necroing threads with relevant comments isn't against the rules, but complaining about it is. Some posts have been removed. -
Made a gimbal-less variation of my previously mentioned vacuum engine that has a built in docking node for fuel transfer. Also, having never really dealt with multi-docking much before, I was surprised how well all three of these locked together at once.
-
And now that I'm awake, this has been moved to Add-On Discussions.
- 6 replies
-
- mods
- spaceshuttle
-
(and 3 more)
Tagged with:
-
As far as I'm aware, there are no mods that require CKAN. CKAN is simply a tool that allows you to install and manage mods easier without having to worry about dependencies and proper folder structure. Most mods have installation instructions and a list of dependencies in the OP. Is there a specific mod you're having trouble installing?
- 6 replies
-
- mods
- spaceshuttle
-
(and 3 more)
Tagged with:
-
How you play the game is how you play the game. It's neither right nor wrong.
- 26 replies
-
- 11
-
Unfortunately I don't recognize it. I did a reverse Google Image search with your picture, and Google thinks it's a coinpurse, so no help there...
-
Nothing compared to @Angel-125 up there, but now that I've got back over the learning curve's bumps and bruises, I've got a set of engines in-game that actually look.. okish and have successfully used the stock variant system to swap meshes. They're all the same basic engine, but with a sea level and vacuum version. Sea level version has three mounting options, 0.625, 1.25, and a wedge shape for use with the 2.5m engine plate. Vac version has two mounting options, 1.875 and 2.5. (You'll never guess where I got that idea)
-
I think @SilNaZ is looking for the texture to use as a mission flag in-game.
-
It appears to be one of the WildBlue mods, possibly Buffalo?
-
Clicking on the ping will still direct to your profile, but the actual text of the ping would stay the same.
-
Can the klaw transfer crew?
Geonovast replied to Cant think of a username's topic in KSP1 Gameplay Questions and Tutorials
Oddly enough, yes. I think it's hilarious, but crew can be transferred from one part to another on a ship regardless of what's between them. -
Locking thread, as the information on this topic can become outdated very quickly, and it is over 5 years old. If you'd like to discussing the topic further, feel free to start a new thread on the subject.
-
What is Your Favorite Planet to Orbit/Land on
Geonovast replied to Little Kerbonaut!'s topic in KSP1 Discussion
And here we have the rare move to KSP Discussion! Even though I don't leave LKO much anymore, my favorite planet is still Dres. The terrain and gravity just seem to be perfect for me. -
I am also a GoG player, but really there's no difference between the GoG / Steam / KSP store versions. They all behave the same. Messing with the files manually isn't difficult, but I understand how some people can be reluctant. I don't remember where the GoG default directory is on Windows, but if you go in there, open the <Kerbal Space Program folder>, then <game>, then <saves>, you'll see a folder for each of your game saves. If you open the folder for your save, you'll see a <Backup> folder, <Ships>, <Subassemblies>, and a mess of files that end in a .sfs file extension. The sfs files are the saves themselves. persistent.sfs is the auto save, which the game will load when you start it. By hitting ESC in-game, and choosing Load Game, you can load any of these games and it'll put you back to the state you were in when you created the save. Only persistent.sfs is auto-updated by KSP. In <Backups> are the automatic backups. The file names have a timestamp in them, so you can easily see when they were made. Just move those out of the <Backup> folder and put them alongside the other .sfs files, and you can load them from in the game, too. Yup. Just hit ESC in game and click on Save Game. It'll ask you to type in the name of the save. This will then go into the folder alongside the other .sfs files as whateveryounamedit.sfs.