

strider3
Members-
Posts
500 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by strider3
-
@jbarry39 Are you saying you uninstalled the apps completely...to make room? or is there a way to keep the apps/mods but just remove them from the toolbar? I am having the same issue, in a way, with SpaceY mods...nothing SpaceY is showing up in the VAB. SpaceY mods don't require space on the toolbar, AFAIK...so still not sure what is going on with PM or SpaceY.
- 48 replies
-
- gizmo
- precise node
-
(and 3 more)
Tagged with:
-
I have the PM mod installed in the Gamedata folder, like all mods but when I create a new maneuver node on the KSP map...no control panel opens for PM? This is a new problem as I have used PM in many versions, for many years. Pretty much same answers as @jbarry39 except I DL'ed from CurseForge. Any ideas?
- 48 replies
-
- gizmo
- precise node
-
(and 3 more)
Tagged with:
-
Thank you, that worked.
-
Is this text I would use to create a stand alone .CFG, or do I use it to modify an existing one? Thanks!
-
I was under the impression that this mod (MechJeb For All 1.3.0.7) would make all MechJeb2 functions available from the start of a career. I installed with Ckan and I am still required to upgrade the tech tree for many functions. Note: that the MechJeb module is installed on all KSP command modules, so that "cheat" is working as advertised. It's just the techtree requirements that are still in place. Also of note, I have regressed to KSP 1.11 because nothing worked to cheat MJ in 1.12...not mods or .CFG modifications. Sometimes you have to back it up (LOL). Anybody have ideas?
-
multiple contract craft.
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Well, this isn't working. The contract requirement of "build a new unmanned probe that has an antenna and can generate power. The probe must be fully assembled when launched." Now that I have launched, with the probe in the service bay, the requirement for the "new unmanned yadda, yadda" is not met. -
multiple contract craft.
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
I can't seem to get the satellite to mount to a decoupler? There seems to be some problem for me in the VAB with 2 "pods"? -
I wish to create a craft for multiple contracts in Kerbin orbit. I have a repair contract, a part recovery contract and a satellite launch (Kerbin orbit) contract. I want to make the satellite a payload item (a la Shuttle) and once at the required orbit, release the satellite. I am unsure how to do this. I have put an OKTO with a small battery, antenna (required) and small solar panels (required) in a 2.5m Service Bay. My question is...how do I get the darn thing out, once I'm in orbit?
-
What, and when will be the last KSP release?
-
@modus I was not sure the seniors would hold very large tanks, as in SpaceY, without issue. After years of fighting station death wobble, I wanted to be sure. Thanks! @Forked Camphor I will check into Kaboom. Thanks! @Aelfhe1m Paste text exactly as you supplied, I take it?
- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
@RoverDude No sir...It was not my intent to insult you or your work. It was simply a statement of disappointment. I use the construction ports for assembling stations in orbit and would love larger ones. Konstruction is one of my must have mods. Please understand that I appreciate your work and that no offense was ever intended.
- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
I can not find a change log for this or previous version. I would like to know if we have larger weldable construction ports? 5, 7.5 or 10 M?
- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
They seem to be for 1.12. Will any work for 1.11? And, if so. Which do you recommend, latest? Waiting for more of my mods to get updated.
- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
Easy enough to try. I'll give it a shot. The reason for this thread is I want to build a bigger refueling station in Kerbin orbit and I want to use some larger weldable ports. I am hoping the SpaceY 5m port can be made weldable (wish they had a 7.5 and 10 port). Thanks everyone!
- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
They seem to be for 1.12. Will any work for 1.11? And, if so. Which do you recommend, latest?
- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
Not sure I want to try "unstable release".
- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
I do not have a "Patches" folder in your stated location? I can not find "ConstructionPorts.cfg" anywhere on my system. I have Konstruction mod 1.4.0 installed in KSP 1.11.2.3077. I am trying to upload a screen JPG of my Konstruction folder...but it's not working so here a link instead.
- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
Does ConstructionPorts.cfg exist only in 1.12...or is it available in 1.11?
- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
Thanks. The one...feature...of TWP that I like is the ability to pick a transfer window with a higher D/V requirement, if desired. I've never used KAC, I did not realize it could plan a transfer. I'll check that one out, as well. Another thought I just had is using MechJeb. I've never used it for that type of planning and not sure it will do that? Thanks for the ideas.
-
Finding crafts used, in order?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
It does...but only those still in flight. Finding one that was used in the past, but no longer in "flight" is a bit harder. I think the real answer here is to remember to rename a craft that tells me exactly what it was built for (Kerbin system repair, Duna system rescue, etc.). -
I am searching for a tw planner that will work with OPM in KSP 1.12. I am nearing the end of my stock Kerbol system exploration and am looking to expand my horizons while waiting for KSP2. A search of the OPM, Astrogator, etc. forums hasn't resulted in a clear answer. Anyone have any ideas?
-
Finding crafts used, in order?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Yes, It seems I always have some small edit when loading a craft before flight. Your suggestion works very well.