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jbdenney

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Everything posted by jbdenney

  1. Can we rename the Kerbals on the roster without breaking the system. My thought was to rename "Valentina Kerman" to something like "Valentina Harper". I figure I can go through the Persistent file and replace every place the old name appears with the new name. Has any one tried this? Also how many Kerbals can you get? I can see that if I have manned stations all over the system I may need a lot more than I have now. I notice that the sandbox has 14 on the roster to begin with while I currently have 25 in my career game, Is there pool of Kerbals not on the roster that get added after time? What is the maximum number of Kerbals the game will generate? Is it possible to add new Kerbals to the roster by copying another that is not yet recruited and changing the name, courage, Stupidity, badS ratings? Thanks in advance.
  2. I figured that. I am just going tp have to live with this station bouncing over. The good thing is that I have gotten teh Sismic data I needed to complet the contract. I would just stay away but I also dropped a couple of Rovers there so I could complete some surface science at several different way points and the rovers are right next to the Science station. Of course the bounce does not bother the rovers but I hate to see the station "messed up".
  3. I am running 1.11.3065 with 1.11.1 Making History and 1.6.1 Breaking History. I have deployed a science station on Minmus with experiments. I may have made a mistake by landing and deploying on ground that has a slope. The issue is that when I access and "fly" the Controller from the Tracking station all of the units bounce and flip on their sides or all the way upside down. They still seem to be working and the Photo panels are still generating power but I know that they are easily blocked from the sunlight. I am concerned they will not work as intended. I do have "Ease in Gravity" selected but they still bounce and flip. Is there any way to keep this from happening?
  4. I was close enough to see its shape and [ or ] would not transfer me to control of the vessel to EVA the Kerbal. I could not target the vessel and I got close by accident.
  5. I have a contract to Rescue Caremone Kerbin from Low Kerbin Orbit. I can see Caremone's Heap in the tracking station and the name shows if I mouse over it. However Caremone's Heap dows not show up in the tracking list on the left. All possible types of trackable objects are selected. I cannot select it abd the Terminate button does not light . If I am close to in orbit I cannot switch to it to get Caremone out of the vessel. I do currently have a contract to rescure Theovin from orbit and his vessel shows up in the Tracked Objects and I can select it and the terminate button does light. I have completed previous rescue contract with out issue. Any way to recover or fix the glitch? Do I have to drop the contract and If I do will I get the chance to rescue Carmone again? I am running 1.11.1.3066 with Making History 1.11.1 and Breaking Ground 1/6/1. I do have... DockingPortAlignmentIndicator-6.9.2.2 EnvironmentalVisualEnhancements-1.8.0.2 KerbalAlarmClock_3.13.0.0 TransferWindowPlanner_1.7.2.0 Planet_Wiki-4.1
  6. I know you may question why not just play the Sandbox. The issue is that I like having the structure of the CONTRACTS to give me a roadmap. It also give me a chance to learn how to use the lower tech equipment before adding the more complex stuff. That being said.... I had not thought about using the science game - but I cannot find anything under Alt-F12 to change the science. HOWEVER I did find something in the persistent.sfs file in the saves\<career name> folder. There is a section of code from my current CAREER game(see below). If I take that copy that section of code and copy it and then paste it into the persistent.sfs of the SCIENCE game over the same section (include every thing from the SCENARIO entry just above" name = ResearchAndDevelopment" to the next occurrence of SCENARIO This will set the game to the same science level setting. You will have to do this every time the career game gets a new tech section. Since Science works you could just add science but the idea is to keep synced with the career game. Just an FYI this entire section does not even exist in the SANDBOX game. I also found the funding section with the entry "funds = 125685.09012794495". You can modify this with an number (max 9999999999) to give more money. I do not now if there is a way to add contracts to the SCIENCE game. (HINT from a long time IT person - always make a backup copy of the persistent.sfs file just in case you screw it up.) SCENARIO { name = ResearchAndDevelopment scene = 7, 8, 5, 6 sci = 6 Tech { id = start state = Available cost = 0 part = basicFin part = evaJetpack part = evaChute part = mk1pod part = mk1pod.v2 part = solidBooster.sm.v2 part = solidBooster.sm part = GooExperiment part = trussPiece1x part = parachuteSingle part = kv1Pod } Tech { id = basicRocketry state = Available cost = 5 part = fuelTankSmallFlat part = solidBooster part = solidBooster.v2 part = liquidEngine2 } Tech { id = engineering101 state = Available cost = 5 part = SurfAntenna part = longAntenna part = sensorThermometer part = Decoupler.1 } Science { id = recovery@KerbinFlew title = Recovery of a vessel returned from a flight over Kerbin dsc = 1 scv = 0.166666672 sbv = 5 sci = 5 asc = True cap = 6 } } SCENARIO
  7. I am running a new career after being away for a year. I am running the latest version of KSP, Breaking Ground, and Making History. I would like to use Sandbox mode to test new designs but I would like to be limited to the science level I am at in the career so I will only have the equipment currently available to me in the career. Is there a configuration entry in the Sandbox game configuration file where I can edit the Science level to restrict the available equipment. I am envisioning advancing the Science level in sandbox as I advance in Career, Thanks in advance jbdenney
  8. I have a lander on Eve, It carries a Communotron 88-88 which is deployed. The tracing station shows a commuinication line between the lander and the KSC and the lander is communicating. I also have a relay with a Communotro HG-55 in orbit around Eve and another in orbit around Gilly HTe Tracking station is also showing an active link from these to KSC. Both of these are communicating to KSC I deployed a rover from the lander. it is controlled by a Probododyne QBE which shows a 0.00 Comm Signal. The rover also has a Communitron 16 which is extended (horizontally) but shows an Idle state. Should the rover be able to communicate with the lander and then to KSC or relay off the satellites? or do I need to put a Communotron 88-88 directly on the rover so it can connect to KSC directly? Unfortunately the Communotron 88-88 is too big to fit on the rover. Also I am concerned that if I get some deployed science on the ground on Eve which uses Commuotron Ground HG-48s to communicate I will not be able to transmit science. I do know that you have to have a line of sight for relays and antennas to communicate. What am I missing? Thanks Bruce
  9. I am using the Stoc EVE files - the BoulderCo set. I tried to find other but no luck and I have no idea on setting up new ones. I don't even know how to change the exiting config in the ALT-0 panel. recommendations and links would be appreciated. Thanks Bruce
  10. I apoogise if this has been convered but I am too foggy to preuse through 54 pages of notes. I am using EnvironmentalVisualEnhancements 1.8.0, Kerbin just has to have clouds and so should Eve. But I have found that with the EVE mod installed I cannot see the Biomes cheat or resource mapping on the planet Eve. I can see them on Kerbin but I assume that is because Kerbin's atmosphere is less dense than on Eve. Any suggestion on running the EVE Mod and still being able to to the Biomes and resources? I understand I may need to edit the configuration to make eve's atmosphere less opaque but I need some guidance/instructions on how to do that. The only configurations I have are the ones that come with the download. Thanks Bruce
  11. I am using EnvironmentalVisualEnhancements 1.8.0, Kerbin just has to have clouds and so should Eve. But I have found that with the EVE mod installed I cannot see the Biomes cheat or resource mapping on the planet Eve. I can see them on Kerbin but I assume that is because Kerbin's atmosphere is less dense than on Eve. Any suggestion on running the EVE Mod and still being able to to the Biomes and resources? Thanks Bruce
  12. the OP said something that caught my eye.I have a standard heavy tug to grab asteroids. It has drills and converters to mine and refine fuel on the asteroid. The Tugs are a little expensive (480,000 in career mode). My original idea was to put tugs in space and then never have to re-enter the atmosphere. I planned to use existing orbital rocks to re-fuel and dock cheaper ships to change out crew. The issue I found was that every new asteroid was on a different vector so in my first 4 tries I had to do do such large changes on orbital inclination to create an intercept that it became more trouble than it was worth. After topping off the tanks on the rock I would have to expend so much DeltaV to match INC that I would not have enough fuel left to make the intercept. I could launch refuel ships but that would expend more money so in the long run it was almost as cheap to launch a new tug every time. Got any suggestions to make a tug fleet that never has to get back into an atmosphere worth while?
  13. I did try 90 and it did work. I just have to wonder why the Pitch listed in the position in the persistent file gives a different result. I landed a lander on Eve and then got into the persistent file and found the position settings for the lander. I then used that information as the location for my test landers (after getting the lander of the surface of course).
  14. I have wondered what would happen if I targeted Kerbin with the largest asteroid I can find.
  15. https://sourceforge.net/projects/osprotractor/
  16. After posting this I found something called OnScreenProtractor_v0.5. It is not a KSP mod but a small JAVA program that puts up a window that you can use to measure angles.
  17. I am trying to use the Ait-F12 set position cheat. I put the lander I am test on the Kerbin launch pad. I copied the position of a lander I had on the surface of Eve ( I did delete the lander) on the surface of Eve. I entered the values in the Position cheat and the lander does shift to the serface of Eve in the expected location but it it is on its side so it crashes as it eases to the ground. The values I am using are ... Latitude - 0.000507678046039218 Longitude - 127.232798879978 Altitude - 10.67 Pitch - 0.04 Heading - 356.51 Am I missing something? BTW - I get the Orbit cheat to work fine. Bruce
  18. I found a chart to help picking landing spots on a planet with an atmosphere. In order to make it work I have to be able to measure the phase angle between my target and the the surface periapsis. AS an example to make a Duna landing at a base from a 100,000m orbit I need to aim my PE 42 degrees ahead of my target. Instead of trying to eyeball the angle ( I am very bad at that) or to hold a protractor against my screen is there an onscreen tool I can use to find the angles? I am running 1.9.? I cannot remember the exact sub version. I dont need this for transfer windows - I use KAC for that. Thanks Bruce
  19. I am running the current latest version with Breaking Ground and Making History. Trying to install Planet_Wiki-4.1. I am putting the PlanetWiki_v4.1.KSP and the Source folder in the Game Data Folder. The Wiki works fine - BUT I start having issues with other parts of the game. One issue that is consistent is that when setting up a Maneuver Node I no longer can see the Progress bar on the right side of the Maneuver Node. I do have the pointer that shows the amount of m/s I am using but I depend on the slider bar to side when to shut down the engine. There may be other issues such as general glitching but I have not researched other issues. If I remove the Source folder and the KSP file the Slider bar returns. Is anyone else having this issue? Am I putting the source folder in the wrong location? I like the information presentation in the Wiki but I cannot use it.
  20. makes me want to put a seismometer on Kerbin and drop a rock on the space port (Evil Grin)
  21. Working my way through contracts (Career mode) I have gathered a collection of asteroids. Are there any uses for these rocks in later contracts? My inclination now is to mine them for ore to create fuel as orbiting refueling stops until they are empty husks. Is there any reason not to do this? What should I do with them after they are mined out? They are starting to clutter up my system - can/should I get rid of them (how)? Thanks Bruce
  22. Yep - it was my position on the rock. 26 min burn at 20% thrust (96kN) and it was steady as a rock (no pun intended). I got some back and forth rocking but it was perpendicular to the direction of thrust so it was not bad. Now all I have to so is get it into a firm Kerbin Orbit so I have the chance to bully it into a Mun or MInmus orbit. Thanks every body. Bruce
  23. Ok - think I found the issue. I had to reposition where I grabbed the rock. I moved it a few meters in the direction of where I was rolling. There was a bulge that I am now on top of and it seems stable. now for a 26 minute burn at 20% engine thrust.
  24. the target center of mas does not move when I apply thrust.
  25. I am having a strange issue. KSP (stock except EVE and Docking Alignment and Alarm Cock) seems to be running fine. Not having slow downs. But I have noticed that when I have KSP running my internet speeds drop to almost nothing. I normally get 40 MBS download and 10 MBS upload, When KSP is running, even when I am not focused on the KSP screen and the program stops exicuting, my Download drops to 10MBS and upload is almost non-existent. I am running the Direct Download version so I am not hitting Steam at all. When watching my performance in Task Manager I don't see anything hogging my resources and it does not increase mt WiFi usage at all (less than 5%). The instant I get out of KSP my internet speed jumps right back up. I know my system is plenty fast. I can run World of Warcraft at highest Graphics setting and it does not slow down. I have a NVIDA GeForce GTX 1050 Ti graphics card. My CPU is Intel Core i7-8700COU @ 3.20GHz with 12 cores. The CPU takes a heavy hit when loading but once KSP is running the usage goes back down to normal. I have 16 GB ram and when KSP is running I am using about 57% of my memory. When I exit KSP my memory usage dropped to 30%. When loading my Hard drive usage jumps but drops back to normal after loading is complete. My wife can be running World of Warcraft at the same time KSP kills my Wifi and she has no issues and shows no drop in speed so I know the issue is no with our WIFI system and is isolated to inside my machine. Any Ideas? Thanks Bruce
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