Jump to content

Quoniam Kerman

Members
  • Posts

    344
  • Joined

  • Last visited

Everything posted by Quoniam Kerman

  1. No in carreer mode, both my pilots only are at lvl1, they only can hold prograde and retrograde, and can't hold the other direction nor can they hold target. I'm only on normal difficulty, btw. And as you I can only turn around the ship I want to dock, even if I switch ships to make them face eachother. I'm orbiting Kerbin at approx 120 km. At first I thought I was doing docking maneuvers too low so orbuits were too fast, but I tried in sandbox around Minmus, even around a low gravity bory I can't do it with fully equipped ships and fully trained pilots, so I guess it is really a method problem. There is something I don't do right at some point, maybe I try to aign too close from the target (below 100 m) The ship maneuvers too slowly, it puts my nerves on fire and I lose it. Controls are never aligned so I always get to try to see in what direction goes what key, very frustrating. I'm amazed at yyoutubers getting docking at firs t sight as though they get to love their girl at first date... Unicums...
  2. I still don't get to do it properly. I still have the ship overlap eachother no matter what I do. I tried the tutorial scenarios, I couln't get to complete them, spent hours to try to aign two ships sith each other, no way, i can't achieve it. I try to be at 0.1 m/s relatiive velocity, even with that I can't adjust. when I burn to be at 0 m/s I can't adjust, each maneuver makes it worse. I can't get those markers aligned properly each time I try to burn to akigne them, they seem to go apart even more. Maybe it is because the ship turn too slowly, I seem to be able to do it with a Kerbal on EVA because its RCS react much faster. It might be because I don't align the markers in the right order (direction, target attitude, I seem to be doing do the opposite each time)
  3. In career mode, inexperienced pilots can't hold on target, no? I'm having a lot of issues to dock two early ships together with only some RCS on the front (M.O.L.E mod capsules), I just can't get the ships aligned with eachother and keep circling around one another, it is quite annoying, been doing that for two hours. In fact I HATE docking, that's why I don't make space stations or refueling ships to begin with... Why I don't do Apollo style missions either. I wish developers or modders would make a functionality to make ships dock automatically, really. A simple orbital rendez-vous without docking is fine, transfer crew via EVA is alright. But docking, pls no.
  4. No it works fine now, I was refeering to the general MM file, still the same version, but I didn't copy the one included in your directory as I then didn't see the necessity (thought it was a double the one included in every mod), yours obviously contains more parameters, so I just exchanged with yours and it obviously works fine now. I don't have anyother mods of the Wild blue series others than M.O.L.E. And when I have a mod that gives me problems, I created a folder to tor unused mods for later checking. The first time I didn't boter to compare your MM dll and the one I had in my GameData folder so I didn"t know I was missing something. Thw a lot anyway. How do the special MOLE experiments work btw? Do they work as extra experiments compared to stock ones? (so we get more science out of one trip?)
  5. OK Perhaps I didn't copy the Module manager dll file, it seems to be 2 ko heavier than the one I have (it contains something related to the mod, then?), is it coming from there? Seems that was that (didn't include the dll file), ti seems to work fine now.
  6. I didn"t download BARIS if that you want to know. I tried to delete the BARIS related files in the M.O.L.E but nothing changed; Is it obligatory to have BARIS as well for the mod to work? Yes I use Windows 10, btw
  7. Sorry to unearth the topîc, but good news is, it works with KSP 1.3.1 for those who are interested.
  8. This is to make early space stations, not state of the art gigantic ISSs. However, shame I can't make it run because even if I'm terrible at orbital rdvs and docking (I actually hate it), I'd used the parts to make some Gemini like missions and process some science before unlocking the proper MPL. Also, having a Mk1 capsule extension is handy for early two men missions when you need a pilot and a scientist.
  9. Thx for the info. I guess many of you run KSP with OpenGL to make all these mods work, could be that I have to do that in the end. btw does it help to force OpenGL when running KSP 64bits or is it only for 32bits users?
  10. Is there any known incompatibility issues with other parts mods when using M.O.L.E mod? I tried to make it to work on the latest 1.3.1 KSP and it crashed. Is any other mod required to have it not crash (Tweakscale, CRP, CTT)? I took the whole M.O.L.E off my Game Data and the game worked fine again. (I did download your 1.3.1 compatible version btw)
  11. In a way I think in stock contracts, the 'Focused observation in flight around Kerbin' kind of contracts are made for airplanes because adjusting the course of a rocket during take off has always been difficult for me. The first missions objectives are not far from KSC after all, sending a small level 1 aircraft with a few science instruments should do the trick. Never tried yet though.
  12. Hello. Does this version of OPM works with the latest version Kopernicus on KSP 1.3.1? I know, I'll make a copy of the whole KSP directory for the next time.
  13. I can one do that if, like me one only has downloaded the latest version of NF mods? How to modifies the craft files accordingly? (I'm new to editing files, I'm no computer specialist and i don't want to break anything, simply get these mods to work, because at th exception of NF solar and Launch vehicles, the other NF don't work for me. And do they work for 1.3.1, btw?
  14. ABout the neww Animcontent module, I now understand why I have an orange error message in VAB about a part of the Modular Pods mod.
  15. Thx, I guess I'll have to wait to go around Sarnus and Tekto. Not a bad thing so I can practice my Warp maneuvers on stock system for the time being.
  16. I guess performance are more in line with the realistic scale overhaul mods, this thing wouldn't be that OP in a real scale world. I'll try this nonetheless. This plus Warp Drives=FUN !
  17. I can confirm that the Warp, Drives mod Alcubierre warp drive by Rover Dude works in 1.3.1 as well as KW Rocketry and Modular Pods/Modular Rockets.
  18. I didn't copy my 1.3 KSP in time (the computer made the update when I was sleeping), I tried to revert via Steam but it broke everything and I had to take away mods and repair the files with integrity check. I put back some compatible mods and stay that way for the moment. When the other Mods I use will be updated (if they are before the next update) I'll make sure to copy the game directory to save the compatibility. As for these really useful aides that are KER, KIS and KAS, they really should be part of the vanilla game, shame the developers don"t take that into consideration (unless I've missed something, I have yet to catch up with reading the Weekly news) Some of you talk about an upcoming 1.4 version, what will it be about? if anyone could summerise it. (I know, off topic) That's why I decided to join the forum in the first place, just to be closer to the news. The good thing is Warp drives still work in 1.3.1 and cost much less than they would in the CTT. So I had fun discovering Warp maneuvers around Jool.
  19. Hi everyone, I'm new here and recently began to apply mods to KSP. I finally saw how much Kerbal Engineer was useful to help me design my rockets for complex missions. Sadly, today's update messed it up and KER doesn't work anymore. The game won't be the same without it, hope you'll be able to update it soon enough (before next patch so we can enjoy it a little...).
×
×
  • Create New...