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SpaceSmith

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Everything posted by SpaceSmith

  1. Just as the title asks, I am curious because I dl'd the x64 exe. If not, then where or how can I find out before downloading each mod?
  2. Well I mean "components" loosely. As in, right now on mine, I have a huge fuel tank/module, a command module, a crew module (the hitchiker) a solar array module and a tug, working on getting a communications module. I was just wondering if I missed any. I am not using life support, remote tech, scan sat, or kethane mods.
  3. So I am in my career mode, and decided I wanted to build a space station in LKO of 200km. I got to building and got to wondering, what components do you consider essential on a Space Station?? Right now I have a centeral hub, a command module, a solar array module, a orbital tug, and that is it. In what ways do you guys design yours?
  4. I really hate to revive this as well, but I am looking for TTs MK3 Internals that work with RPM/KSI MFD.. does ANYONE have the files they could give me?? Please? lol
  5. I have been looking for some and can't seem to find any. I've googled, and searched and only came up with one by TT but its been discontinued. I'm specifically looking for one that works with RPM.
  6. Yes very much so, but the thing about JGSME is with the click of a button you can re uninstall everything in a snap. It remembers where the files came from and puts them right back. So you can tinker with ease to see what your mod soup is doing and what specifically is causing problems (I had a prolem with Kerb Paint cancelling out RPM and KSI MFDs internal changes and I was able to figure it out and reload within 5 minutes instead of deleting, and re copying.) Also, if one mod writes directly over another, the GUI greys out that mod until the mod on top of it is removed and then the greyed out mods changes are what take effect.
  7. Hi there, so I have MFD installed ontop of RPM with Mech Jeb (RPM) and Vessel View (RPM) installed.. now when I got to mods, and select either Smart ASS or Vessel View, then select a sub category (Say targets in MechJeb) hitting back takes me straight out and to the home screen instead of backing me up one "folder/selection menu" if you will. Basically whenever I go to click on that mod again, I am stuck in whatever sub category I picked... is this normal?
  8. Found the proper place to post this question, could a mod please delete this thread? Sorry about that.
  9. Hey guys, so I've been part of these forums for a while now. And I have had much experience with games that require tons of mods and incase anyone did not know, I would like to direct you guys to the best mod manager I have found. Its free as well. (I am sorry if this is in the wrong forum, if so could a Mod please move this topic somewhere? Albeit, I think it should be a sticky, the whole program makes testing and managing mods easy as 1,2,3 and no more "I need to uninstall and reinstall the whole game to clean out mods" I first found it on the Subsim forums (I used to play alot of Silent Hunter 3-5), its called JoneSoftGenericModEnabler, also called JSGME for short. Basically, all you do is go into your base folder for your game, in the case of KSP its KSP_WIN. And install the program, its only the one file, you also create a MODS folder (Or whatever you set it to be) and place all of your mods in there (you must be careful as to how you order them, the folders need to be correct. So for say a part pack, inside the MODS folder, it needs to be set up in a folder structure of where it would go, Mods/PartPackName/GameData/PartPackName/Parts&Plugins/. The reason for the PartPackName being in there twice is the very top folder is the name of what you see in the JSGME program to enable it, from GameData down, that is what JSGME uses to place the files in the correct spot. After you have put all of your mods into the MODS folder, double click JGSME and all of the names should be on the left screen. Highlight the ones you want, and click the right arrow, it should move them to the right side. Now all of your mods are intalled, want them uninstalled? Do the reverse. Its very simple and intuitive. It ALSO tells you before hand if there are any conflicts or overwrites by mods to previous mods. Which is handy, it helps me find out if I am having conflicts which ones it could be. It makes the whole testing your Mod Soup out so much easier. AND it can be used for any game pretty much as long as the way its mods are installed work about the same. So yeah, there ya go incase you don't know, just google it and it should come up with about 4-5 hits. Casey
  10. I didn't read all 6 pages because that's two much but I think we are all forgetting the absolute best solution.... Make it a clickable choice in the options menu. Stock dynamics or something realistic like FAR...everyone wins.
  11. A couple things I would like to address here. The first is being that I was searching for the Docking Camera mod and could not find it, could anyone get me a link? Second is I would love to praise a few mods in particular that I downloaded last night, that being the Kerbal Attachment System, the B9 Aerospace parts mod, and the parts filter mod, the first and the last which I definately feel should hopefully eventually be integrated into the stock game. As far as the B9 parts mod, I am having trouble using it, I love it for the huge cargo bays which I would like to use, and the command modules which are highly detailed. The VTOL engines are a nice tough too, even with the sorter there is just so much stuff that its tough for me to use (picking the right parts all the time) but that is more of a personal problem. All in all, great mods though! Thanks! Casey
  12. Thanks for the replies guys! I will try this and see what I come up with! I have to land a Kerbal on the Mun again however, deleted my flag by accident
  13. Hi there, So I havent played KSP in a while, just a bit every update for the past few. Now I am slightly getting more interested in it and plan to do a day by day progression of missions. So last friday, I got a man into a 100k orbit around Kerbin, then I landed one on the Mun and made it back to Kerbin safely (I have made orbits, before, and even landed, but I believe this was my first succesful manual non mech jeb land and return ). I also planted a flag on the Mun. My next mission was to get a Rover onto the mun, so I took the base it gives you, added 4 small wheels, lights, and a comms dish and solar panels and was on my way. Landed, quite bad due to my RCS running out on my lander, but got the rover down. Started driving, next thing I know, I flipped her, couldnt go above like 5km/h. So basically I am asking, what are some rover building tips?? And on top of that, if you make a heavier rover, what are tips to get it into space? I am bad at building lifters for heavier loads (I really try to avoid the rockomax tanks/ mainsails if I can)? Thanks, Casey.
  14. I know for me MechJeb likes to start its gravity turn and then just never stop, it eventually ends in the rocket end over ending out of control. Plus it seems it has less fine motor control (Like it cant stay on a straight up course even when I can do it with ease manually) same for the ASAS and SAS it seems.
  15. So Im trying to get and compile some good addons, I have mech jeb, but can someone point me to the latest and greatest Robotoics and Aerospace, Railgun and missles mods and the latest and greatest cart mods?? I have them all but dont believe I got the newest versions or got faulty downloads because it seems like not everything works correctly. Any other great mods would be awesome too! (docking anyone?) Thanks!
  16. Does anyone know if they\'re on the forum?? They\'re not in game and Ive searched and haven\'t found. Are there any extra ones besides duplicate parts and what not?
  17. Really sorry, I meant Nova Punch, thats the one I have now
  18. Ahhh okay. Thank you very much ANyone know where theres a tutorial for the sunday punch pack?? Im trying to figure out how to correctly use all these decoupling shrouds so I can protect the satellite I want to send into space!
  19. But the thing is I don\'t know how too. I mean my PE is super close to the planet but my AP is way away (well over 1mil KM sometimes) and idk how to correct this at launch, what I am doing is going straight up till about 50k meters then turning about 45 degrees to the planet surface and burning to add horizontal velocity, once I reach about 70k I turn a full 90 and burn the rest..I must be doing something wrong.
  20. I have decided, due to a few of my fun projects falling out of space, I am going to start completely from scratch! My first project will be to get a simple maybe 2 staged rocket into space with a satellite to orbit Kerbin and bring Satellite TV to all. Eventually Id like to get a network of them orbiting, and some orbiting Mun. I will post pictures in time!
  21. So at first when I was working with basic vanilla parts, I was able to get rockets up into space and orbiting Kerbin in a fairly circular low orbit. I re installed the SundayPunch pack and am using it now to make more powerful complex things, mainly trying to get to the moon first, and am having trouble with when I launch, I am getting HIGHLY elliptical orbits around Kerbin, one that goes past the moon and then back again, to make it go circular Ive been waiting until Im at the AP and retro burning a bit and eventually I fix it but I want to know how to keep it from happening if I ever want a nice circular orbit, mainly for my satellites, also, what part pack could add a rover to build or use as well as a space shuttle ?? Thank you!
  22. Well Im not really sure where this would go, but basically I would like to do a sort of lets play type of thread chronicling my adventures with my space program, from rocket to rocket. Ill periodically post pictures and videos of my launches and or orbits and with goals (Satellites, Mun orbits, maybe even a Sun obit) Basically my vision is that everyone gets to see the excitement and complexity go up from that of a new player who can only really build single rockets to multi stage complex machines. A little about my setup so far since Im not going to start over, I will post pictures or a video eventually, but where I am at right now is I have 2 of my first 4 rockets in orbit around Kerbin (named Venture-2, and Venture-3, 1 and 4 didn\'t fair so well) These are stock rockets next project for me is my Orion mission, to send some Kerbals to orbit the Mun, I am starting with Orion 1 and hope to progress from there. Afterwords I think I will try to do satellite orbits around Kerbin and possibly around the Mun. I am also currently running the Nova Punch pack and what the stock game gives, thats all. One more thing, whats a good site to host photos on?? Im going to do a mix of pictures and videos. First up, Orion-1 was a failure and Venture-3 fell out of orbit somehow while I was gone, so now we are starting with Orion-2 to hopefully get a large multi stage rocket into the lower/medium stages of Kerbins orbit. Wish me luck!
  23. So I took out NovaPunch for a while and did the basics, a simple 3 stage rocket at first and then that branched off, I now have to rockets in orbit around Kerbin, now I am trying to work on getting one that can go to the Mun, any helpful tips??
  24. Well what about tips as far as using all the crazy couplers that come with. I may un install until I can make a mun shot with out all of this stuff!
  25. So I just bought the full game and downloaded the remix pack of Sunday Punch and the other pack combined (I forget the name) is there somewhere where I can get the descriptions of how to use all the pieces given to me (Like satellites, and the adapter pieces)? Im having a tad of difficulty putting them all together to form something great. So far Ive managed to get a rocket up and orbiting Kerbin, my next goal is to make one that is multi stage that orbits or lands on the Mun. Any other great tips would be appreciated!!
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