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KSP2 Release Notes
Everything posted by Cable Guy
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Hmmm... no, but that's not the dependency that's coming up as missing. Probably it though... let me check
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Getting an error message that I'm missing dependency SpaceWarp 1.4.0 on this (and for SORRY) but I have 1.4.3 Not sure what's going wrong.
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Flight Plan.... which integrates with K2D2 to run the nodes It's still not MechJeb completely... but it's rapidly getting there with each iteration. They're working on a docking autopilot function as we speak. Current features: - Launch to altitude. (K2D2) - Orbital trims (Change Ap/Pe, Circularise, Change Incl etc) (FlightPlan using K2D2) - Rendevous with target craft (FlightPlan using K2D2) - Moon and Planetary transfers (I've not done a planetary trip yet myself, but they're there) (FlightPlan using K2D2) - Landing (K2D2) - ...and probably things I'm forgetting to list.
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Basically what it says on the box... is there a way to easily convert parts mods from KSP1 to KSP2...? Might some enterprising modder be thinking of an app to do this...? Obviously this might be problematic for parts with moving pieces (or maybe not so much) but I have a large number of hab modules, cargo bays, interstage fairings etc in KSP1 packs that I'd love to have in KSP2.
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Did you add UITK as well...? I found I had the same problem until I installed it. https://spacedock.info/mod/3363/UITK for KSP 2
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- totm.aug.2023
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Are you working to include roll correction (to align docking ports to an angle) in the docking mod similar to MechJeb? While not critical it would be handy for making stations that have an aesthetic form (so could possibly be added in a later version if you're not). Edit: by the way I freaking LOVE the lift function.
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Great news... ta!
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One thing that sucks with rovers is that the same keys used for accelerate/decelerate (w and s)are also used to pitch up and down. Mechjeb in KSP1 was brilliant... I'd designed a light, high-speed rover equipped with RCS that between the ASS and Rover dialogs I was able to just set running for rapid traversal of terrain regardless of "Oh no, them Dukes are up to it again" moments.... Wondering if you have an autopilot for rovers in your (rapidly expanding... sorry 'bout that) to-do list. (Definitely a lower priority than the docking assist though... )
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YES....!!! We are not worthy....! ======================= schlosrat, something I noticed when trying to rendezvous an engineless light docking hub using RCS burners (and bulk mono propellant)... if there is no "main" fuel supply Flightplan won't allow you to set a manoeuvre. Mechjeb would let you set the manoeuvre and if you were out of fuel would switch to trying to complete the manoeuvre as an RCS transition manoeuvre (think using RCS as an OMS). Any chance you could add that ability in a future update?
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I know people are working on docking autopilots in other mods, but in the interim a dialog with docking info like relative velocities in all three (X,Y,Z) planes, closure rates, and if possible relative positions and orientations would be really handy. Edit: Are you thinking of adding a way to adjust text size in the mods UI...?
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No worries I saw in the Mechjab discussion thread that someone asked if you were planning to include alignment functionality like in Mechjeb's ASS module. (Align to horizon, match/anti alignments with (set same or opposite alignment as) targets etc). It would be really handy for docking but it also really aids in rovers. I found that it (somewhat) aided in landings if you found yourself doing a Dukes of Hazard off a crater... Wondering if that's in your to-do list. Also... docking autopilot..!! Godamn I'd forgotten what a pain in the Boutros Boutros-Ghali manual docking is.
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When I had this installed I wasn't able to use mirror symmetry... wondering now if it was as simple as unchecking the "Overide default symmetry"...?
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I seem to have lost my mods... they're all still listed in the "Mods" dialog at opening screen, and they're all green as active with no updates... but in game they're missing from the uh.... whatever the nine-dice thingy is... Edit: Reinstalled game with latest mod packs... all good now. (Did not have to nix my save games) schlosrat, could you update the OP to include that you need UITK as well please... I keep forgetting that step.
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Been waiting for a MechJeb analogy and I am stoked with this mod. I have a question and a suggestion.... Question: Will you be adding functionality where we can select a target location on a planet for landing...? This would be great for landings at established bases and was an existing feature in MechJeb. Suggestion: Something that MechJeb lacked in KSP1 was the ability to plot ummm... "Ballistic Transfers" so that you could land at a base, collect resources and takeoff in a ballistic trajectory to land at a second base (sometimes just a few hundred meters away, sometimes several hundreds of kilometers). How hard would it be to add something like that? Once again saying that I am absolutely stoked with this so far...!! Edit: Oh hello K2D2.... You might just be able to cater to my needs.
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OK... tried deleting everything in the KSP2 root... reloaded the Spacewarp/BepinEx combo and the other mods and nada... still no "mods" function on the home screen. Am I missing something? Do I have to run an executable or something? Edit: OK just saw the step "Run the game then close it" - I didn't do that before I loaded the other mods - hopefully that's it. Starting again.
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OK... will do. Thanks. Can I keep the saved games? Where do I find those?
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Hey... Pretty sure I followed instructions on loading BepinEx and SpaceWarp... but I'm not seeing a "Mod" section in the main menu of the game... Did I maybe do something in the wrong order..? I was following howtos in the FlightPlan mod thread... I installed BepInEx 5.4.21 (the 64 bit version) from the gifthup page https://github.com/BepInEx/BepInEx/releases ... and then the latest version of space warp from spacedock... (which of course doubled up the BepInEx install... and then some mods, but I still only see the standard selections in the main window of the game (SinglePlayer, Settings, Extras, Exit) Dang... was looking forward to some rendezvous' now that their was a MechJeb Lite.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Cable Guy replied to IgorZ's topic in KSP1 Mod Releases
Uh... so how do I refuel from a mining and refining moon base? I land next to the refinery and connect up a resource transfer station to a joint socket. Doing that though doesn't let me transfer resources unless I dock them, which summons the tossing kraken and I'll see one of the ships thrown sideways, or up, or somewhere... and it's always catstrophic. Do I need to disable physics somewhere, or change some setting...? Edit: Uh... nevermind - found the GUI. Edit 2: No actually, this is till relevant. In the old KAS I used to use a rover with a winch on either end as an intermediate if I'd landed more than 50m away.... sort of like this if you can decode the ASCII... ship 1..................... Rover .................... ship 2 [][]X========= o---o ==========X[][] With the RTS, it looks like the max length is 30 or 40 meters... which means I need even more precise landings, or find another solution. I can run GUI's for multiple RTS's but as soon as I activate a transfer on one, the other will turn off, which means many many clicks, or possibly the challenge of landing a large transfer vehicle (lol). Is there a way to run RTS transfers concurrently... something I can tweak..?