thewayshemoves
Members-
Posts
21 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by thewayshemoves
-
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
thewayshemoves replied to IgorZ's topic in KSP1 Mod Releases
I wasn't aware of that. They are installed when I install KIS. KIS is literally the only thing installed on my game right now. EDIT: Oops! I did actually have a prop pack installed. Contacted author and got it sorted out. Thanks, and sorry for that brain lapse there! -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
thewayshemoves replied to IgorZ's topic in KSP1 Mod Releases
Is there something I'm missing with the EVA items? Only a small handful of them work when I try to equip them. Most of them (especially headgear) don't do anything when I click equip. I've got a completely fresh Steam install and installed KIS using CKAN. -
I finally let the game update to 1.6.1 and reinstalled all my mods. Now most of my KIS props aren't equippable anymore. Some are. The guitar, the basketball, one of the beer bottles. Most of the rest of them won't work anymore. Equip just does nothing. Can't wear any of the hats (and how can I do suborbital things without a cowboy hat?). I thought it was a mod conflict, so I've uninstalled everything except KIS/KAS, and KIS alone still is like that. Some of the props equip, most won't. This is not referencing any outside prop packs, either. The props that came with KIS don't work, except for a handful of them. As far as I can tell the only actual difference to my game is that I updated to 1.6.1 (from 6.0), updated KIS to match, and bought the expansion. Any ideas? Am I missing something stupid?
-
...I did not know this. This is exactly what I need! Glad I kept reading this.
-
Circular Runway
thewayshemoves replied to The_Rocketeer's topic in KSP1 Suggestions & Development Discussion
Wouldn't a CatIII landing be impossible on a circular runway without completely redesigning automated systems and the like? I mean it just seems that this can only work if you completely redesign aircraft for every major airliner, and then the consumer would get stuck with that cost and flying becomes too expensive. Aside from the physics problems alone, it's not a practical thing from a cost point of view. I read the Q&A with the engineer and he's basically talking about planes that work 100% of the time on automation and there's never ice or snow. His answer to the ice and snow question was basically, "procedures change on straight runways with ice and snow too." Yeah, but not impossibly. Just read the diameter is supposed to be 3.5km minimum. Couldn't you fit multiple straight runways in that? Does this even actually save space?- 51 replies
-
- circular runway
- runway
-
(and 1 more)
Tagged with:
-
I've played Kerbal for about a year and a half now, and have always used Mechjeb to do more tedious things while I take care of important things in real life (watering plants, making sandwiches). I recently got a new computer and reinstalled Kerbal. I decided to start over fresh since my other games were kind of really cluttered and mods were a mess. So I have a fresh, new, up to date Kerbal with no other mods, saves, etc. and I went to https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/lastStableBuild/ to get Mechjeb. Download, extract .zip to x86>Steam>SteamApps>common>Kerbal Space Program>GameData. I launch the game in sandbox, but there's no jeb controller in the control section, and no pod in the pods. I exit, look back over my install, made sure there was actually things inside the Mechjeb2 folder, go back into game, same thing. Both launching and launching x64. I feel really stupid because I feel like there's something really obvious and silly I'm missing here, but I just can't figure it out for the life of me. Am I not putting it in the right place? I thought this was where I always put mods. I'm so confused, haha.
-
Sorry if this goes a bit long, but I want to explain in detail the issue I'm having here. I have been working on a project with a friend in 1.1.3, and we've put so much into space that eventually manual just got clunky and annoying, so MJ was a saving grace for that. I didn't notice when my game updated to 1.2 and I got in the game and messed around with career mode that didn't use mods, and saved and left not realizing I was saving on a different version of the game. When I went back to work on our project which requires a lot of mods I then realized it was running 1.2 and my saves wouldn't load. So I used Steam to go back to 1.1.3 so we could keep working on our project, and I had somehow corrupted every save. It couldn't read them anymore, so we started over. We had saved all our .craft files elsewhere as backup, so we only really lost our setup and my career stuff, so we figure just MJ things back to where they were and move on. However it seems now that MJ just doesn't want to work anymore. On ascent guidance it goes all the way to intended altitude, points to the correct node, warps, and then when it should burn, it just doesn't. No throttle up at all. On a Hohmann transfer it has the same issue where it gets to the burn stage, and then just doesn't burn at all. I googled the issue and can only find things from 2014 and the problem seemed to always be that they just needed to update MJ to current Kerbal versions. My MJ is already updated for 1.1.3, and has launched plenty of things in it, so I don't understand why reverting back to 1.1.3 would break MJ. It doesn't use RCS /except/ when it should be burning. If you disable the main engine then it suddenly tries to use RCS to do the burn, but won't use RCS for anything else, and won't use the main engine for a burn. This applies to manned, unmanned and is not a fuel/electricity issue, because I use the alt+f12 to disable that for our purposes. Curious to know if anyone has any idea since the fixes I found for older versions didn't apply, such as using two MJ controllers, or turning off ascent guidance and using the maneuver planner to circularize. It won't do any burn for any maneuver. It'll get all the way to the point where it should throttle up and then just does nothing. As soon as all the mods are updated, I'll go to 1.2, but for now, I'd like to get MJ working again on 1.1.3.
-
[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
thewayshemoves replied to BahamutoD's topic in KSP1 Mod Development
Same question. Kerbalstuff is gone and I can't find anywhere to get to mod. -
Locked parts in career?
thewayshemoves replied to thewayshemoves's topic in KSP1 Technical Support (PC, unmodded installs)
Ah! I bet that's what happened. Thanks! How can I remove it if I can't load the ship? I'd love to be able to do that. I think it may have been a booster along the lines of what Mjp1050 said, but I'm not sure how to load it now since I'm locked out. -
I started a new career mode, unmodded. I built a rocket that can make its way into orbit, finished that contract, brought the rocket back with some science. Nice textbook splashdown. Went to use the same rocket for another contract, and I can't because it says there are locked or invalid parts. I just got done flying this rocket in the same career mode, and have made no changes or added mods, or even restarted the game. I splashed down, recovered vessel, went back to VAB to re-launch and can't. I googled this and I see a lot of questions about it, where the answer is just that they haven't unlocked the parts yet. That's not my case. I have used the parts for many launches and contracts before. Alt+f2 has no errors regarding the rocket, and lists no parts missing or anything. What is going on here? It can't possibly have just magically spawned new invalid parts after it hit the ocean. Edit: I restarted the game, and having the same trouble. Note: I can build an exact replica of that rocket with the pieces I have unlocked, so I have no clue why it keeps locking my rockets.
-
So... I flipped over.
thewayshemoves replied to thewayshemoves's topic in KSP1 Gameplay Questions and Tutorials
So, an update. That worked sort of, haha. The cockpit was getting ripped off, but if I opened the cargo bay, and then gunned the engines while the nose was lifted because of the cargo bay doors I was able to get it into a pretty horrible orbit. The main engine blew off, but I had enough power and fuel in the other two to manage an orbit. I'll try to get it fueled and limped back home. Thanks for the response, that was a great idea. -
So... I flipped over.
thewayshemoves replied to thewayshemoves's topic in KSP1 Gameplay Questions and Tutorials
Good idea. I hadn't thought about trying to use thrust. I should have enough fuel to at least get it into orbit and then get some delivered. Tea was very good, as well. -
Wasn't thinking when I set the Mechjeb to auto land on Mun for me while I made tea, and I came back to this, lol. http://i.imgur.com/DxPTk3A.png?1 I've tried RCS and it's just not strong enough, and I've thought about building a rover, but not sure how that would even work out. It would probably need to flip long ways. Anyone have any idea how I might could flip this back over? Are there any sort of hydraulic rover things I could do or something?