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PsychoMuffin

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  1. I would love an option for RSS. It could be like a meanu option when you are starting a new game. Just like how you have Career /Science / Sandbox, you could have a option for Kerbol System or Real Solar System. I want to use this game for education as well, and it would be great if it were a lesson not just on physics, but on our solar system too. As far as balance, this doesn't need to all thought up from thin air. We already have them, because we (humans) have already built them. Just have F-1s and raptors and J-2s and others, per the real world specs. Then it can also be a lesson on our space program. (now, if only reclaiming rockets with helicopters mid-air could be an option...) And for everyone complaining about mods and switching things out; yeah it's a hassle, which is why KSP really needs to do something like what Factorio did, where all the mods are managed through the game interface, and it logs which mods belong with which saves, and can automatically reload the requisite mods given whatever save you want to load.
  2. So, 1.8 came out, I rolled back to 1.7.3 because I use Out Planets Mod, but when I tried to load the game, it warns me several PV systems (like PV Blankets), which I assume are a part of Near Future Electrical, will not load. I deleted near future manually to get rid of the "AD" status in CKAN, and checked CKAN and checkboxed version is 1.3.1-1.7.99, but I still get the warning. What do I need to do either to the game files or CKAN to get near future electrical working again under KSP 1.7.3 (the beta in steam)? I hope I described this well enough. Let me know if you have any questions. I tried researching and experimenting on my own before posting, but ultimately hit a wall. Thank you all in advance. I'm just confused as to how I was able to navigate around the Kopernicus issue just to get stuck with a Near Future Electrical issue. EDIT: So I investigated in CKAN more and learned about the tab on the lower right and found I canselect which version of the mod I want t use. I selected all of the to the version in which correspond to the version of KSP I had (the dark green). This fixed most of the issues with loading the game. I only had to roll back near future electrical one additional mod release and all those parts work too. So now I am back to where i was before 1.8.0 came out and KSP is working great for me again!
  3. It looks like the Waypoint Manager would help, as that would display the location on the ground. I was hoping there was a vanilla way to solve the problem.
  4. I'm not sure you completely understand why I am having trouble. Think of it this way, and tell me how you would solve this problem: You have landed on the surface and are pointing straight up, and have rotated to the default orientation. You are close to your activated navigation, but not yet in it. You don't know in which direction (NSEW) the zone is because it is under the horizon of your navball, and since you are vertical, all you see is the blue of the navball. Now, given this information, can you tell me which way I should pitch or yaw my hover in order to get to the target zone? Also, I find looking at the camera very important when trying to land in and around craters on the mun without blowing up. I know the instruments are very accurate and informative, but they don't tell me when I am about to hit the ground and what the slope of that ground is. Here is a link to my predicament: https://ibb.co/fkEVHc As you can see, I am very close to the lower of the three, but not yet in it. Can you tell which way I need to go? I cannot zoom in any more.
  5. On Career, there are a lot of contracts to land on the surface of another body and take a measurement. I"m good and getting into that orbit, killing my horizontal speed, and coming in retrograde very close, but I just can't seem to nail the landing spot on! I think my problem is stemming from 3 things: 1) On the map, I can only zoom in so far, and can't tell exactly where my trajectory is hitting the target. 2) When I am coming in close, I can't tell where my target is on the navball, as when navigation for it is activated, the target is somewhere below the navball horizon, and all I can see is the top since I am vertical. 3) Once hovering, I have trouble keeping track of my orientation with regard to the camera angle and north, and can never seem to know which way to nose down. (at least without needed to zoom in to find my hatch to learn which way is pitch and yaw.) What do all of you do in order to hover over to your final destination with these things in mind? How do you know which way to nose to hover when you can't find the target? I'm playing primarily with the mun in mind (although I think it would apply to all bodies), and without any mods. Thanks!
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