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KSP2 Release Notes
Everything posted by Kethevin
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I apologize for not reading beyond the first few pages, but I wasn't seeing an answer or download. I'm curious about the option of a KOS and Remotetech 2 pair up. I haven't been able to get it to work (assuming it's possible), any help would be appreciated, thank you.
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Great! Thank you for your time! :-)
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That's good to know, thanks. What if the new mod actually changes or adds to the tech tree? KSP Interstellar for instance.
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As I wait for my favorite mods to update to 0.24, I started to wonder something. If I run the game now, and add a parts pack mod later that influences the tech tree, will I need to start a new game or will it integrate with the current one somehow. Thanks. :-)
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Kethevin replied to shaw's topic in KSP1 Mod Releases
Is it no longer possible to just create a folder with Kerbal names and have the head and suit choices there? I downloaded the update and none of my custom kerbals are custom anymore, they're all default. EDIT: I understand the new system now, seems more complicated but I think I get it. The README isn't too easy to follow, specifically where it says not to use an extension with the head picture, at first I thought that mean to take off the .png, which it didn't of course. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
Kethevin replied to Albert VDS's topic in KSP1 Mod Releases
Is there any benefit to the resolution + and - keys? I haven't seen a difference but it might apply to later cameras in the tech tree or something. -
I'd actually recommend K-OS for anything unmanned. Write the script and it's a joy to see it carried out before you. When I mess up, it's a loss, and since I use Mission Controller, there is an actual cost to consider. http://forum.kerbalspaceprogram.com/threads/47399-kOS-Scriptable-Autopilot-System-0-9 http://kerbalspaceprogram.com/mission-controller-extended-17/
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Doesn't it have a fairly large amount of parts though? I might be wrong, but I think it also requires additional plugins.
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Hello. I use a lot of mods including KW Rocketry. So I'd rather not install another large parts pack, but would like to find a cargo bay with working doors. The only individual ones I've seen haven't been updated for 0.23. I'm wondering if anyone knows of some good ones that don't require lots of other stuff that would need to be installed. Thanks.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Kethevin replied to erendrake's topic in KSP1 Mod Releases
Could someone give me an example of how you perform a targeted landing with K-OS? I am still having difficulty figuring out how to set up a deorbital maneuver node that will get my probe where I want on touchdown. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
Kethevin replied to Albert VDS's topic in KSP1 Mod Releases
Yes, but I believe it requires the L-Tech mod: http://kerbalspaceprogram.com/0-22-l-tech-external-camera-science-only/ -
[1.1]Hullcam VDS - mod adopted by linuxgamer
Kethevin replied to Albert VDS's topic in KSP1 Mod Releases
V0.2.91 I believe it is the most recent. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
Kethevin replied to Albert VDS's topic in KSP1 Mod Releases
I've tried Colon, Slash, Quote, Caret, and so on, but haven't been able to get them to work. I've been careful to only change the word in the .cfg, being careful not to delete any spaces or tabs. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
Kethevin replied to Albert VDS's topic in KSP1 Mod Releases
Is there a trick to changing the controls? I know you can edit the .cfg file, but if I try anything other than Minus, Equals, and Backspace, it doesn't work. I also use K-OS and so I'm frequently using - and backspace, so my view keeps changing when I'm just editing a program. Thanks. :-) -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Kethevin replied to erendrake's topic in KSP1 Mod Releases
I've been practicing landing programs on Kerbin. What I typically do is set a maneuver node on the opposite side of the planet from where I plan to land, lowering the periapsis to a point where the atmosphere helps ensure I land close to where I am targeting. I've gotten good with a script to execute the node itself but I'm wondering what the best way (if any) of setting something up so that K-OS can create the node. It's often in an area with my first landing, so I have nothing specific there to target. -
Could someone answer a quick question for me. I have downloaded the most recent texturereplacer so the instructions say I should just use the Alternate Textures folder, but I'm not sure where to put it or what is in it. The folder do not match anything from the texturereplacer file structure. Thanks.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Kethevin replied to erendrake's topic in KSP1 Mod Releases
Thanks! I appreciate the help. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Kethevin replied to erendrake's topic in KSP1 Mod Releases
Could you tell me what I'm doing wrong here? I made a short script to deorbit junk. I wrote this: clearscreen. print "Executing de-orbit burn.". wait 1. lock steering to retrograde. wait 2. lock throttle to 1. Instead of locking to retrograde, the ship spins. If I type it manually it works. Also, the throttle never goes up, but also works if I type it manually. I put the waits in thinking it needed something between the commands. Thanks. EDIT: Also... after typing it manually, it doesn't hold after putting the throttle to 1; I have to type "lock steering to retrograde." a second time. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Kethevin replied to erendrake's topic in KSP1 Mod Releases
I can almost follow some of that! Would you mind if I copied it and tried it out in my game? I tend to learn faster through a more hands-on approach if that makes sense. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Kethevin replied to erendrake's topic in KSP1 Mod Releases
Thanks everyone, I'm learning! :-) @Marianoapp Could you show me your execnode program? So far I've had limited success, the closest I come is having the periapsis about 10KM below the apoapsis. I realize getting it exact is unlikely, but I'd like to shoot for a closer margin. I think my current issues lie in when to start the burn. Too soon and the apoapsis climbs with the burn, too late and I pass over the apoapsis during the burn. I'm thinking it's not going to be a one size fits all as I understand it, the mass of the craft and the thrust of the engine will change the most appropriate burn spot? Is that correct?