-
Posts
137 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by capran
-
Will put you right on top of Stargazer Point. For those who've tried numerous times to get there and can't make it, use Alt-F8 and Teleport.
-
Ugh! This mission and the one after it are actually harder than the alien monument ones. I tried so many times to get it. One one save file, I was able to fly there and land safely. But on my current run, even after multiple attempts at flying, and suborbital hops, I couldn't do it without cheating. It doesn't help that I can't find the lat and long co-ordinates anywhere. Had to guess it.
-
Mod Request - Precision Time Warp & Warp to Sunrise
capran replied to IanMealworm's topic in KSP2 Mod Discussions
Kerbal Alarm Clock would also be a welcome mod! -
I thought steve_v was kind of rude, so I didn't reply to him. I did determine it was Mapview Mono Sound. I wouldn't have figured that had anything to do with it, but I got rid of it and all's good. I'm still running a bunch of other mods that haven't been updated for 1.8, but no unusual bugs otherwise.
-
So ever since Breaking Ground, if I have surface deployed instruments and I got the map view near them, I get these god-awful modem sounds. They're the same sounds that Chatterer used for transmitting data. But I don't have that mod installed now. Can't figure out how to stop it. Help? https://www.dropbox.com/s/szwmkv1d3pqn4os/Capture.PNG?dl=0
-
Not sure what's going on, but using this mod with stock config, and some of the stock engines have their plumes WAY behind the engine. https://steamcommunity.com/sharedfiles/filedetails/?id=1835946177
-
@SQUAD Nice job Squad! But please, on the next update, please please please please include more sound effects! These new rotors and props definitely need sound! Same with the other robotics parts and all the wheel parts too!
-
Now presenting, Tylo Kerbal Ship! A huge rocket that sends 3 Kerbals to Tylo, plus a 2 stage open-cockpit lander and ascent vehicle! Dock with the mothership and return to Kerbin! Lander includes surface deployment science kits. Action groups: G - deploys hinged gear, 1 locks them in place. Also 0, 9 extend and lock main relay antenna on mothership. https://kerbalx.com/capran/Tylo-Kerbal-Ship Mods needed: Simple Fuel Switch, MSP-3000, MechJeb, Engineer. https://imgur.com/gallery/3rtzFO6
-
Breaking Ground - Tylo Explorer/Lander/Rover
capran replied to capran's topic in KSP1 The Spacecraft Exchange
Here you go! https://imgur.com/gallery/kLN4828 -
Presenting: The Tylo Explorer! Includes Orbiter (with return capability), Lander, and Rover. Does require Simple Fuel Switch. Launch to LKO with 1st stage and boosters. Then transfer to Jool with 2nd stage. Enter orbit of Jool with 3rd stage. Hohmann to Tylo. Enter low orbit (I suggest 30KM). Separate lander, carefully thrust all the way down until touch down. Hit hotkeys 9 & 0 to deploy Rover's rollover protectors. Activate the Monoprop thruster and separate from lander. Carefully set down on Tylo! Hit 8 and G to deploy the wheels. Includes all science tools except Materials pod (I suggest using this mod: ) Also I recommend using Engineer and Mechjeb for landing. https://kerbalx.com/capran/Tylo-Explorer-b Pictures will be coming. https://kerbalx.com/capran/Tylo-Explorer-b https://imgur.com/gallery/kLN4828
-
@SQUAD At this point, it seems to me this Breaking Ground DLC, while having some good stuff (robotics are good, scanning arm is good, finally inventory), feels like a beta. OK, so they gave us more stuff to do on planets and moons! YAY! AWESOME! But the rocks/formations/etc. are too hard to find, and even when you do find them, you can't just pick them up and put them in your inventory the same way you do with ground stations? Seriously? You guys created the inventory system (FINALLY) and stuff to drop and pick up, but the rocks can't be put in your inventory? WTH?
-
Nah, that's not a picture of Munstone. This is a picture of Munstone! Also a Large Crater. I think what they need to add is a device that can detect "anomalies" from afar. Something similar to the resource scanner which would add a layer on the Map View to indicate where things like these objects are. Then a device that will point you in the right direction when on the surface. There was a mod that did something like that years ago before this expansion, can't remember what it was called.
-
Thanks! I set up a commnet and those errors are gone. Still, seems like a glitch that it would just continually spam the message log with those. I had to click through over 300 of them. I did eventually build a rover and find some Munstone and a "large crater". No crystals on the Mun yet, did find one on the mountains to the west of KSC though. It's a bit disappointing that instead of being able to pick up the stone and put in your new fangled inventory slot, it's just a right-click menu option that makes a science text dialog box show up. Maybe next release they'll get more graphical. The ground station experiments still have not completed. One of them is now over 5000%. LOL!
-
Update: Quit game, started again, turned off Terrain Scatters. Went back to Minmus. No crystals. I'm seeing a repeating error from my ground stations. I guess my game is glitched. https://imgur.com/gallery/jDhObAU (I have no idea why, but pasting a imgur link in the media entry doesn't work for me.)
-
I did start a new save to begin with. After finding this post: I edited the persistent.sfs file as suggested. Still haven't found any Mun crystals but I did find a Baobob tree near KSC. 1 more thing I encountered. I got another mission, this one to deploy ground science on the Mun. After deploying and returning to Kerbin, and fast forwarding a few days, it still hasn't completed and it says "collected 457% of 50%"....what? Glitch? https://imgur.com/a/S6coMcn
-
So this is one of the career missions I picked up. Problem is, I can't figure out how to do it. I walk over to a boulder on the Mun and I just walk through it (as has always happened in previous versions). There's no right-click option either. Can't seem to drag it to pick up either. Are there specially made rocks that you can interact with? I landed about 10 km south of the Arch in the East Crater for reference.
-
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
capran replied to IgorZ's topic in KSP1 Mod Releases
Thanks for the update, but bad timing? 1.7.0 came out shortly after, and I just noticed today (started a new Career save game, didn't get the parts until today) that both winch parts aren't working. Right-click menu only has Aim Camera and Auto-strut, no winching functions. https://imgur.com/a/4C9pKhd -
I usually don't use EVE/Scatterer/etc. as I think they bog down the game. But I gave it try today, after a ridiculously long download of scatterer (for some reason, it was going at 30 KB/s.) And the game is just too dark! Even with the sun at noon, ships are really dark. Even at night, there are no stars visible. And in orbit, on the night side of kerbin, you can't see the ship at all. Lights hardly do anything. Too Dark
-
I built this huge ship to take a lot of Kerbals to the sun, but it just keeps falling apart during launch. I tried strutting, I tried using the right-click advanced menu to autostrut, tried each option, root, grandparent, heaviest. Just keeps doing it. At first I thought it was just the 3.75m fairing glitching out, so I rebuilt with a 5m fairing, same thing. I even started a new game with zero mods, plain vanilla, and imported the craft. Same thing. Anyone have any ideas? https://www.dropbox.com/s/pg0ezgw8yuyx30f/20190305192813_1.jpg?dl=0 https://www.dropbox.com/s/e4ug50c3amm96vx/Barbecue Kerbal.craft?dl=0 Nevermind. Did some more fixing and figured it out.
-
Huh, I never knew KER had that. I'll take a look. I'll give the others a shot, too. Except Ship Manifest isn't in CKAN, so I'll have to get it manually.
-
I was trying out Kerbal X yesterday and downloaded a ship, and the instructions from the creator said to activate the fuel cells for power. Well, they didn't bind them to an action group, and they weren't immediately visible to me either, I had to rotate and zoom in and out around the craft to find them. #1 So it occurred to me, what's needed for a new mod is a window with tabs of part types, and a clickable list in each tab of each type of part. When you click the item, it highlights the part on the craft and shows the context menu as well. The built-in resources menu sort of does this, but only for parts with consumable resources. And clicking the box next to, say electric charge, does give you the context menu, but it's usually abbreviated, and even click the sticky button on it doesn't reveal everything. #2 Another mod I'd like is one that would organize stickied context menus in a clean manner (try clicking the box on one of the resource items for a huge craft, your screen will be spammed with little orange and green boxes, all disorganized). It should also make those stickied menu permanent. The stock system allows you to sticky things, but if you go back to the space center, and go back to the craft, they're gone. #3 And I'm still looking for a good on-screen tool bar for the action groups. I want a grid of 10 buttons, and I want to be able to relabel them, perhaps put in tooltip descriptions. #4 One more is an on-screen tool bar for selecting and targeting planets and moons. If you use RasterPropMonitor, the multifunction displays give you this ability, but I'd like to have it on external views.