WMC
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Posts posted by WMC
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Hi all, Was just thinking that it would be something cool to be able to have an add on that adds in ruins or other landmarks to items to Kerbin and the other planets as kinds of things to explorer or find. Possibly even a story/Mission of Exploration.
Thanks, WMC
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THanks Everyone!!
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Hi all, Im trying to get a handle on attachment points and all. I thought that there is a key combination or tool that allows you to attach parts to none attachment points??
Im trying to do a possible setup of a SkyCrane to get this onto the surface of Mun, but I cant get a good centered attachment.
Any and all suggestions welcome. Thanks, WMC
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Appreciate it.. will try to package this up and post it tonight. WMC
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Hi all, Just sharing some work I have been doing for the last few weeks. I have a pretty good build out of craft for Munar exploration (landing and orbiting) but haven't really been able to do any real long distance exploration while on the surface. So I set out to build this using stock parts, and the following mods:
RoversNOthers_set_1-1.0
RoversNOthers_set_2-1.0
RoversNOthers_set_3-0.5
ASet_Portable_Rover_Components
Modular_MultiWheels-0.7.2
(May have missed one or two)...
Here is the result.
Will be looking for share/post the files later.
Thanks, WMC
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Any feed back is appreciated as is any ideas on how to setup a landing system for it to get to Mun? Thanks, WMC
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Thanks guys!!
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Hi all, has anyone created or interested in creating a mod that would allow you to do management of fuel between docked craft so that you don't have to select individual parts to transfer fuel between them?
Thanks, WMC
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http://i.imgur.com/wR7oTFZ.png
Here is a design that I saw when perusing over the early space shuttle concepts.
http://i.imgur.com/LstjBX6.png
I liked it, so why not try to make it a reality?
http://i.imgur.com/WcwImSD.png
It has been quite a struggle, but nothing about the design is inherently more difficult than the real shuttle design, in fact in KSP, things are much easier with this design as there is no asymmetry. It has just been a lot of test flights and engine arrangement tweaking. As it stands it is one KS-25x4, two Mainsails, and two Skippers. Shown here with maximum weight loadout. Lighter Payloads can be accommodated for by reducing Main-tank configurations.
http://i.imgur.com/7bIBE4u.png
All that effort to lift an orange can to orbit. Maybe next time I'll stick with big rockets.
http://i.imgur.com/KEyRIHm.png
Still, it's nice to bring all those expensive engines (and kerbals) back to a soft landing on a runway. The orbiter is having stability problems right now. The game seems like it doesn't know what to do with those heavy rocket engines actually flying back, as my Center of Lift and Center of Mass icons in the SPH do not match test results.
I'll figure it out. I just wanted to share now; getting that -64 to orbit was quite difficult with the constraints of this design!
The X33 was a great concept, but poor execution and program management. Love the mod, are you releasing it?? Thanks, WMC
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Hi all, so I did a completely new install of .90 and then install KAS 4.10. Noted that ModuleManager is 2.5.1 in this. I go in and try to pull up the UI for the winch and get nothing?? So ruling out any other mods impacting it. Saw someone mentioned a MM 2.5.6 is that something separate you can get??
Thanks, WMC
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Hey all, I did find 2.5.6, downloaded it and installed it and all is working now!! Thanks for the help.
Thanks, WMC
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Module Manager is what allows mods to add/remove/change the modules on other parts without overwriting the original part files, but its not a Mod in and of itself, it's a .dll file that most mod authors release with their mods that use/require it.
As for the KAS errors... I have no idea.
I just checked and I have 2.5.1 and 2.5.4 in there. Can I just rename 2.5.4 and resolve it for short term?
Thanks, WMC
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If KAS isn't working with MM 2.5.4 & 2.5.6 then it needs to be updated (KAS, that is), because many other mods are using the later versions and as far as I've been told, only the newest version will load if there are multiple in the GameData folder.
If you don't have the Module Manager .dll in your GameData folder, then a lot of mods would not be working correctly.
Well everything loads, and I am able to pick the parts from the bin and attach them. I just cant activate the Winch UI at all. Will have to dig in further when I get home. Will check for the .dll.
Wonder if that too is the issue with Hex Truss .30. They are all available to use, but the docking Hex Truss Docking module wont activate when you try to dock them.
WMC
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No I am not using Module Manager. But how did you resolve the issue with using that?? Thanks, WMC
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I had a similar problem once... My solution was module manager. Are you using that?
Not sure. I am using Kerabl Mod Admin as a separate utility. I actually removed the 4.7 mod and reinstalled the 4.10 and still no joy. Was thinking something was overwriting it. Thanks, WMC
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Hi, Im using .90 and have installed 4.10, but it seems that no matter what I do I cant get the Winch controls to come up or put anything into the Container A or B's. Not sure if this is a known issue or conflict with another add on? Thoughts?? Thanks, WMC
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Im using the Hex-Truss-0.3 mod and when I try to use the Hex Truss Docking component to dock with another Truss Docking module, it just doesn't seem to clamp and activate. Im probably missing something. Any suggestions??
THanks, WMC
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Im using the Hex-Truss-0.3 mod and when I try to use the Hex Truss Docking component to dock with another Truss Docking module, it just doesn't seem to clamp and activate. Im probably missing something. Any suggestions??
THanks, WMC
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Hi guys, Love KSP Mod Admin. Quick Question.. Is it in the plans somewhere to possibly have a feature that lets you export the names of all the addons that have been added etc, to a CSV file or something?? Also would be great to be able to also use KSP Mod Admin and this csv to upload/reload KSP after a fresh install. Just a thought. Thanks, WMC
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Hello, is there any kind of document or something outlining how to install pre.20 addons into .20 now?? I have seen a few statements, but would be great to see it actually maybe documented as a 1...2...3... step type thing?
Thanks, WMC
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Hi all,
Was wondering, how do you alter the number of Kerbinauts on the ship? Was trying to do a Rescue Scenario, so wanted to launch one of the capsules that could handle 7, but only have 2 on it at launch. Cant seem to find anything on it. Thanks, WMC
[WIP] Infernal Robotics - Next
in KSP1 Mod Development
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Having the same issue as above (works fine in the hanger), doesnt move at all in game use. I do notice that the Foldatron parts are the only ones that respond when using the Servo Controls. Any ideas? Thanks, WMC