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softweir

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Everything posted by softweir

  1. Mod Hat On OK guys, this is going waaaay off topic. Impotence jokes, MiB jokes, English lit... Let's stick to SpaceX shall we?
  2. Nope. No end! Not that I have ever got close to needing and ending, because there is always so much more to do. Got to all of Jool's moons? Do it with more experiments! Check out every biome! Build a nicer ISS! I tend to go off and try a different game, then lose my saves long before I run out of things to do. At the moment I am attempting something I have never managed before - send a probe (landing or flyby as appropriate) to every solid body in 100% stock.
  3. Moved to The Lounge - it's the best place for it! (It's about the people playing it, rather than about the game itself.) Also, thanks for helping the community in this way!
  4. It looks like Aviator Arsenal is still only compatible with KSP v1.2.x Maybe the parts can be found elsewhere?
  5. Indeed! Lesson re-learned! Apparently the .cfg was distributed with an old version of RealChutes. How, why and when it got put in /Squad I have no idea. *shrugs*
  6. That was it. I failed to stockify the save properly. Now I have that paranoid feeling one gets when one can't remember how the heck something like that got there...
  7. Ignore please. KSP 1.3.1 - Module Manager 2.8.0.dll disables stock Mk2-R Radial-Mount Parachute. This is... funky. Using MM with no other mods causes the radial parachute to fail to appear as a parachute. It doesn't appear in the staging lists, nor to the engineering report, nor can it be deployed by right-clicking. To recreate: Brand-new KSP 1.3.1 install. Drag ModuleManager.2.8.0.dll into GameData - not other mods needed! Start new sandbox game. Enter VAB and choose a module - I was using the Mk 1.2 capsule. Choose the above radial parachute and attach it to the capsule: the parachute fails to appear in the staging list. Confirm that the Engineering report believes there to be no parachutes. Launch capsule, and confirm that parachute isn't in staging list, nor can it be deployed by right-clicking. Save and log file HERE OK, so I failed to completely stockify my install.
  8. I don't have this with most of my rockets, just occasionally if I get the aerodynamics wrong, ie too much payload fairing at the front. One reason you may be getting it for the first time is that Squad changed the aerodynamic model to make the air less soupy, so rockets which would launch well once upon a time need some adjusting. It might help if you showed us a few piccies of rockets which don't launch well. In the meantime, try setting the Limit AoA to a small number of degrees, and it can also help to reduce the gimbal range on your first stage engines. Most stock engines have way to much gimbal range, so MechJeb is constantly trying to make small adjustments to attitude and finding it is over-adjusting because of the excess gimballing of the engines. It then tries and correct for that - and gets an over-correction! If the Rocket isn't stable enough then that is a positive feedback loop that leads to total loss of control.
  9. My weirdest thing was having a spent stage from one launch hit the orbiter from another launch. That is so improbable! Any guesses as to why I now deorbit everything?
  10. Been there, done that, found it really ... boring! But it got the crew home after a spent stage from a different launch hit my orbiter near the engine end and took out the engines and fuel tank. (Yes. I belong to the Kessler Syndrome club.)
  11. Sorry, I wasn't as helpful as I could have been. First, you need to make sure you have Module Manager installed. You may well already have it, it is packaged with a lot of other modules. If you don have it, you can download it Here. Using notepad or similar, paste the following into a document: @PART[*]:NEEDS[RealChute]:HAS[@MODULE[RealChuteModule]]:FINAL { %category = Utility } Save that document in the KSP/GameData as RealchutesTweak.cfg Make sure you replace .txt in the save dialog with .cfg! If that goes OK, you will have working 'chutes. Have fun!
  12. If you use the MM patch discussed in the 5 or 6 posts above yours then it is already compatible. I suggest you do that: Stupid_Chris hasn't been around much lately, and that can be a sign that somebody has Real Life commitments that make modding difficult. Good luck, have fun!
  13. Try attaching some drills and ore tanks on the side you want to roll it towards, as high up as you can land them. Activate them, fill the tanks with ore (and fuel) and with luck the asteroid will roll over a bit. Add some more, higher up, detach the first lot, and repeat.
  14. Since @Kreuzung has been inactive for a year and people are still posting, I've taken the liberty of locking the thread. If @Kreuzungcomes back we will be happy to un-lock it!
  15. It wouldn't make money. (Not that I can see it ever making money, unless there is some natural resource there that is actually harder to find elsewhere in the solar system.)
  16. Most players seem to find it works well in 1.3.1 as it is. That is true for most mods - the 1.3.1 release was mainly bug-fixing, and there were very few changes of the sort that break mods. *moderator hat on* Please be careful about asking for or about mod updates, especially if (as in this case) somebody else asked just three posts up! If too many people ask about updates, then that can stress out the modders, all of whom do modding for fun and don't get paid to deal with too many demands. Modders have been known to quit over this issue. As as result, asking about updates has been banned. Please read the Guidelines, there's a handy link right up at the top of the forum.
  17. Might be worth trying again, then find the log and upload it somewhere and post a link to it, just in case that shows a cause.
  18. Using notepad or similar, copy the patch from your browser into notepad, then save it as a .cfg file somewhere in GameData. It is best to create a special folder within gamedata for all your .cfg patches; you can call it cfg-patches or whatever. That way, you can find them easily, but they won't be deleted if you update the relevant mods - which would happen if you put them inside the mod folders. (Don't worry, KSP can find them wherever you put them.)
  19. Hello and welcome to the forums! To be honest, the tech specs for KSP haven't changed a lot since 1.2 or thereabouts, so older threads may still be relevant. (If anything, the game has got slightly less demanding.) Have fun!
  20. Impressive image! Now all you need is some way to attach cameras to the eyepiece, and a bracket to hold counterweights so the 'scope doesn't flop when you do so. (Down near the mirror, on the far side from the eyepiece?)
  21. On the moon. One-sixth gravity. In an enclosed volume. There'd be no winds or rain, so no need for heavy walls, windows or roofs, just something to stop it feeling too open. You could clad it in any suitable thin material - opaque for walls, transparent for windows. The only "heavy" parts needed would be the floors, and they could be stupidly thin compared to those needed on Earth, since the occupants would weigh 1/6th that on Earth. All-in-all, the structural requirements of multi-storey buildings would be massively less than needed on Earth. And if building multi-storey is easy, then that reduces the need to seal long lengths of lava-tube, so it may be an economic proposition. The real difficulty would be finding a suitable raw material on the moon and converting it into something we can build with that won't become a health hazard. Corrugated aluminium sheet would be a possibility for walls, floors and roofs, if enough energy could be sourced. Fuzed regolith has been floated as a building material, but are we sure it won't shed dust? Might such dust be as dangerous as asbestos? A lot of careful research would be needed on that topic.
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