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modus

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Everything posted by modus

  1. @MetricKerbalistthat looks just fine And indeed, you should not deploy your antennas (or solar panels) while in atmospheric flight.
  2. The antennas are not meant to be placed inside of your craft, but rather on the side/on top. You cannot place anything on top of an antenna either. In your screenshot you seem to have placed your antennas on the bottom of your capsule or heat shield, making it impossible to (re)connect the rest of the rocket. (In theory it is possible to place the antennas inside of a craft, using the offset option, but then you (probably) won't be able to deploy them because they are 'trapped' inside the craft)
  3. You can see other craft, if they are within physics range (2,3 km). Beyond that range you will only see a marker. Of course, a ship will be very small at a distance of 2 km. You can also use a mod like distant object enhancer to see craft from further away.
  4. Yeah it appears to be a bug so hopefully it will be fixed soon.
  5. Not really sure I'm understanding this correctly, but the purpose of the comm network is, essentially, probe control. If you have a functioning commnet, you don't have to mount huge antennas on every craft, and it enables you to communicate with your craft when it's not in line of sight with Kerbin. you don't, and can't, 'send messages' to anyone saying 'hi this is MetricKerbalist reporting from Laythe' or something like that
  6. At launch, your AP will be the top of your rocket, so not much use there When you go into space, your AP should be visible as a blue marker on your orbit (in map view) Are you saying you don't have that?
  7. Did anyone see if the stock alarm clock has an option for science (so an alarm when your lab is full)?
  8. The Mun will never 'just' capture your spacecraft. You have to slow down (burn retrograde, ideally at Mun periapsis) first in order to be captured.
  9. This is a known, and stock, issue, so not caused bij MKS/USI. KSP Recall has a fix for this (and it would be very cool if Squad fixed this in 1.12)
  10. Man, I just made a supernice and super huge space-science-station-thing with 2 asteroids and a lot of SSPXr parts, and here you are showing off all this new content, making my station look all boring Keep it up!
  11. It's an understatement, but that looks just awesome. Great job dude.
  12. It always strikes me how KSP2 seems to be so much...bigger than KSP 1.
  13. Daaaaamn. How long does one second of game time take?
  14. Yes, I do this too. Don't try to build a 'city' because that's lagfest. Try to colonize a whole planet with multiple bases. I also use WOLF from the MKS mod, so most of my mining and processing of resources runs in the background without using precious cpu and ram...
  15. Both EPL en GC are no longer supported (EPL has been unsupported for a long time if I'm not mistaken) so I wouldn't get your hopes up about getting much help...That is ofcourse just my opinion. Maybe someone smarter than me has something better to say. I'd suggest using Roverdude's own orbital shipyard in the constellation pre-release. What do you find unpredictable about it? For me it works fine (keep in mind that it is a pre-release so not everything might be 100%), and it blends well into all the other MKS/USI stuff. Again, just my opinion, but I definitely don't want to go back to GC or EPL. They're good mods for sure, I have used both of them before, but in combo with MKS/USI I find the Konstructor a blessing.
  16. It has nothing to do with OPM but with Kopernicus, I believe.
  17. We promise we won't judge your quick ALT-F12
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