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Everything posted by Xtra
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@Cheesecake Thank you for the recommend. Odd that you say the cap only opens 90... I could've sworn that I saw on the recent docking with the ISS, that it was at 180. 90 would mean that it would hit the station unless the docking module was long and narrow. Well, I sit corrected.
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@rnyboy I know this post is 4 years old... But I'd enjoy seeing/having your craft file to see how you assembled your dragon capsule lander.
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I just started to mess around with the SpaceX type rockets and was curious. The Dragon capsule shielded docking port cap only seems to open 90 degrees. This would require a longer receiving docking port. Is there an adjustment in a configuration file that could make it go to 180 degrees as I've seen on current dragon capsules?
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[Minimum KSP: 1.12.2] Snacks! - Friendly, Simplified Life Support
Xtra replied to Angelo Kerman's topic in KSP1 Mod Releases
Your Correct in that my math was off... It must have been a long day that day because even my sentences were off. Either way, as you said... the math wasn't coming out correctly. I do not have Connected Living Space (CLS) installed are in various containers throughout the ship. Here is a picture of my ship before departure to the Solar orbit mission. I'm loaded with 14, 794 snacks originally - 14,781 at the time of departure... and as you can see from the snapshot... It shows I have a duration of 1 year, 407 days, 1 hour, 27 mins, 35.38 seconds. Now unless I'm reading this wrong... that's how long the simulator is saying I have food for. At the end of the mission, I had 11,111 snacks left.- 932 replies
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[Minimum KSP: 1.12.2] Snacks! - Friendly, Simplified Life Support
Xtra replied to Angelo Kerman's topic in KSP1 Mod Releases
I just went into my custom settings for the game where you can tweak the Snacks mod. I set it for 1 snack /meal, 3/day, no over eating allowed. For 180 snacks and 2 Kerbals, it works out correctly. 180/2 kerbals = 90/3 meals = 30 days But for an orbit around the Kerbol which takes years, I can't seem to stock enough snacks. Example... My current build has 12,180 snacks, 2 Kerbals, 6090/3 = 2030 days of food. 426 days in a Kerbin year - 2030/426 = 4 years and change... but the simulator reads 1yr, 407days, 1hr, 27mins, 35.38 seconds. Is there a fix where this will read the correct numbers so that I know if I have enough food for the mission I'm planning?- 932 replies
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Cannot delete maneuver node (Control Locked)
Xtra replied to maddog59's topic in KSP1 Technical Support (PC, modded installs)
I've run into this issue several times. Just happened today. I have a level 2 pilot, DSN 3, and at the mun so couldn't figure it out. Went to space center and back, that didn't do it. Went to KSC and back... Saves... none worked. Then I did the Alt F12 and cleared locks twice... now it's working. -
I'm using 1.4.1 and I'm having the same problem... My height adj is set to 0 but it shows up way higher and then crashes to the surface.
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I'd love to love this mod but everytime I've used it to move a rover on the Mun... it appears 20 m above the surface drops and explodes.
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Hello - I'm enjoying this mod very much - Thank you. I have noticed in my latest build that the OMS.cfg for the SWOMS doesn't have any sound. Visuals are good, but I do not get any sound when the engines are running.
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- delta iv heavy
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There are several mods in the game which have greenhouse or Snack creation, and several that contain Soil, but when I try to gather/load it in the VAB, I can't find Soil and (maybe just my level) I don't see a Converter for it. I can load up on Dirt, but I can't seem to find soil. Then I ran into a post that says Soil is a biproduct of the Kerbals eating Snacks... which makes me believe they're talking about kerbal bodily waste. So I guess that's pretty much what I'm trying to figure out... is Soil the biproduct of Kerbals eating or is it converted Dirt and maybe fertilizer?
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I'll upload a picture of the configuration that I was using to get mine up and back safely.
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I ended up boosting the SRB's config as follows: minThrust = 5125 maxThrust = 7125 (I tried matching this to the LANCE but it still didn't have the lift needed to get to 50k) } RESOURCE { name = SolidFuel amount = 10000 maxAmount = 10000 (Over kill but makes it easier to get it up to 50k before ejecting) } Adding to the Shuttle the FASA Apollo F1 engine and 2 Cormorant Aeronology/Assets/engines/CA_STME title = CA - ST-25 "Toelle" Liquid Fuel Engine (maxThrust = 700) I now use this for my Tourist missions - but have bigger planes for it. Haven't gotten it to land like the real shuttle did... but it handles VERY well.
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I really love the look of this mod but unfortunately I'm unable to get into space and it's wildly unstable once the boosters are gone it goes all over the place... Have yet to be able to get it to land properly when I do get it up there. Once the LFT is dropped... the shuttle has no fuel to manuever. I have even tried modifying the shuttle cfg to give it some fuel for orbital manuevers. I've also added more PUNCH to the SRB's because they couldn't get the empty basic shuttle (no cargo) up to 50K . Okay Update: I was an idiot. I was firing off the OMS engines at launch. I did change out engines to something more powerful and my SRB's are really packing a punch. I'll have to try this build again without my modifications but it did land beautifully.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Xtra replied to Gameslinx's topic in KSP1 Mod Releases
WOW.... Talk about a Game Changing experience with this Mod Installed!! Haven't seen anything but Kerbin so far... but I Love what you did... Even the Ocean seems to sprout vegetation!!! Great Work!- 3,131 replies
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I think I did try and it didn't work. With the new B9 Procedural wings fork, modified... I really don't need this anymore but it would have been nice to have wet wings for stock wing parts.
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@Rocket In My Pocket Any chance you'll be updating this to work with KSP 1.12.5 ?
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[1.12] B9 Procedural Wings Fork, Modified
Xtra replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer Another Awesome Job... Thanks -
@ColdJ Another AWESOME Job/MOD!!!!! I just downloaded this and was able to fly it without much difficulty at all... Can't land on VAB just yet, but with practice! Can almost make it to Dessert Airfield from KSC (short by 300)
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Generators on board Capsules - How do they work?
Xtra replied to Xtra's topic in KSP1 Gameplay Questions and Tutorials
I have a whole bunch of mods that I'm using, but even the stock version of KSP 1 (if I recall correctly) has generators in the capsules like the Mk1... But it's been a very long time since I played stock. Right now I'm fighting with the game stalling and crashing. So I'm backing off a whole bunch of the mods I love. Community Fixes appears to be causing me issues according to my KSP.Log file. -
[WIP] Old school NASA-style Probe Control Room IVA
Xtra replied to kurgut's topic in KSP1 Mod Development
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[WIP] Old school NASA-style Probe Control Room IVA
Xtra replied to kurgut's topic in KSP1 Mod Development
This looks awesome but how do I exit the control room and go back to normal KSP? Update: Went on Discord and found out "C" exits the control room back to normal KSP. Is there a list of the key functions anywhere that tells how to switch positions and such? The first time I entered it... it was all zoomed in and I couldn't see what was what right at a critical moment so I didn't want to press too many keys and lose my mission. -
Honestly... How can anyone be Hyped about this game anymore when basic functions aren't working. I don't give a damn about new engines, other planet visuals, Heat dynamics or science missions. I want to be able to build a ship that doesn't just fall apart on the launchpad like it's been put together with masking tape and spit. I'm not building highly complex rockets... but when I put it on the pad, even the Struts are not keeping the ship together; Fuel tanks are falling out of the center of a stack and the whole thing explodes after spending an hour to get everything right. Now do real rockets have these issues... YES, but I don't want to play in REAL Mode until they get their Crap working properly. This game has been out for 6 months and was in development for years before that and we can't get a basic rocket to hold together and that's with placing Struts everywhere just to make sure but they aren't sticking. I'm angry as can be with this BS. Blame went to the Pandemic... You all are Computer Techies... Zoom Meetings have been out for Years... working from home has been going on for Years before the pandemic... I'm currently playing several EA games that have no where near the basic problems/issues this game has. They even added Bug reporting within their games that capture the data needed for review. And before anyone gives the line that this is EA and I should expect issues... I know and understand the meaning of EA and what it brings... But I keep hearing about adding new and more without the fixes for things like the Kracken or the fact that parts don't stay connected as they should. The UI is Horrible when you compare it to KSP 1, The VAB UI is junk compared to KSP 1, The parts manager is a terrible. In the VAB while working on the lower half of your rocket and you click the screen or right click... next thing you know you're back at the top of the rocket away from where you were working and focused. The ability to remove symetry parts isn't there, so if you use it to install and find you need to remove one... You start all over. Fuel lines if they don't correctly go on, the flow goes the wrong way. Adding multiple struts doesn't always work and if you delete one, the part still shows up. This thing is a total mess... Thank goodness we still have KSP 1 to enjoy even in it's basic form unmodded it's far better than what they've done with KSP2 so far. For those of you who seem to have a somewhat playable game where you can actually build and launch ships that go to Jool or any other planet for that matter... I'd love to have that version... But that doesn't seem to be the case. I got the latest version and keep it updated and my computer was especially built to handle the latest MS Flight Sim with Live weather and Air Traffic, complete with all the external control systems - so it's not a TRASH 80 (TSR-80) or an Atari... To the Dev's stop dinking around with the New and Next greatest... Fix what's Broken and get a Playable game that works beyond your stock rockets because after 36hrs of Trying to make it work and hours of designing my ships only to have them explode on the pad before the Launch button is ever pressed is not a playable game.