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KSP2 Release Notes
Everything posted by Lucid Hills
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I have tried copying the file to that address along with the \Launcher_Data\Mono folder, the Windows\System32 folder as you suggested in your private message and the Kerbtrack folder in gamedata. Putting it everywhere I can think of and still nothing happens when I go IVA. I have kerbtrack enabled with the sensitivity hightened, the mod installed into the gamedata folder and freetrack running smoothly in the background. Output_log.txt
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Has anyone made an automatic aerobraking calculator mod?
Lucid Hills replied to Arron Rift's topic in KSP1 Mods Discussions
That's why it'd need an option to change it. People have different ways of doing things. People who use Deadly Re-entry like myself will probably be using a heat shield or using their engine as one, hence tail first. -
Request for Anime style kerbal heads.
Lucid Hills replied to hideki2's topic in KSP1 Mods Discussions
Oh dear god! This is brilliant. -
Request for Anime style kerbal heads.
Lucid Hills replied to hideki2's topic in KSP1 Mods Discussions
Yes. I was thinking the same thing. I never knew anime was disliked so much. -
Feelings about being able to fly without MechJeb
Lucid Hills replied to LitaAlto's topic in KSP1 Mods Discussions
I used to use Mechjeb a lot when I got lazy, but for some reason I stopped using it. I personally find I waste too much time trying to be a perfectionist when I use MJ rather than just getting on with it. I tend to get things done faster when I go manual. That all said I got into KSP using MJ so I guess it's the reason for my current skill and interest in KSP. It helps people get started. -
I believe Research Them All is for mod parts added late into the game to be researched all at once so you don't have to go through researching each part one by one. It only does this for the parts of the tree you have already unlocked through play though. It doesn't unlock the research tree.
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Why though?
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Request for Anime style kerbal heads.
Lucid Hills replied to hideki2's topic in KSP1 Mods Discussions
Each to their own but I am not sure how well it would work out. 3D anime characters never really work well and It'd be a challenge to get it to look decent on a kerbal but it's worth a shot I guess. -
A quick Google search and I found this one. Is that what you were thinking of? I could imagine someone could make a very nice new counterweight system with a single part these days using tweakscale. ...Maybe two parts. A stack and a radial.
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The link is broken for me.
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Updated my diagrams if you want to use them. I'm added their coverage area and height.
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Fair enough. I personally am a perfectionist when I position things but yeah I might remake some diagrams with more room for error if you'd like. Yeah of course. I'll make more if you're going to add it to the manual. A few for each antenna type using different numbers of satellites etc. At first I was trying to do it with maths but that just frustrated me to no end so I opened up my 3D program (Cinema 4D) created the scene then lifted the satellites until they only just reached. Then I rounded down that height to the nearest 100km. Easy
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Lucid Hills replied to DasPenguin85's topic in KSP1 Mod Releases
This is one of the few downsides to the game and while mods like Fine Print help with some, the problem with satellites is the complete randomness of them. I tried one satellite and gave up since there was no real benefit to launching it and even then it wouldn't complete but if there was something like "Launch 3 Satellites in Geostationary orbit..." etc around x planet then i'd definatly look at doing them. I had a mod Idea for making satellites more useful. I posted the idea here for those interested. -
Has anyone made an automatic aerobraking calculator mod?
Lucid Hills replied to Arron Rift's topic in KSP1 Mods Discussions
How about if it assumed you were going to enter the atmosphere tail end first maybe with an option to change this assumed entry angle in a GUI?? -
I made these for myself but I thought I'd share them as they're useful. They are diagrams for optimum orbits for arrays of 3-4 satellites with the 2.50Mm and 5.00Mm antennas. I'm not sure how well you can read the text. You might want to go directly to the album. They aren't as high has they could be (by 20-50km) but this way there is a little lee way for imperfect positioning etc.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Lucid Hills replied to DasPenguin85's topic in KSP1 Mod Releases
I second this. Would love to have kOS integration. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Lucid Hills replied to MacTee's topic in KSP1 Tools and Applications
After playing around with what I could find to update mods within Mod Admin I found it was easiest to: -Manually download the updated mod -Click & drag the file into Mod Admin -Right-click the old mod and click "Copy ModInfos" and then select for it to copy to the new mod -Delete old mod. It's not the best system but it gets the job done. -
Rover Delivery System Parts Pack Request
Lucid Hills replied to Spacepetscompany's topic in KSP1 Mods Discussions
I only used curiosity's delivery vehicle as an example. Oh wow! Yes, that's almost exactly what at least I had in mind! Thanks for finding that mate. But I think for Spacepetcompany that is only a part of what they want. Also wanting more parts to build skycranes. This mod has a few useful parts for that. Small structural parts and small tanks etc. I think the way to get what you want Spacepetcompany is a collection of mods. Maybe you can make a mod pack. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Lucid Hills replied to MacTee's topic in KSP1 Tools and Applications
When you make a shortcut to the KSP.exe, in the shortcut's properties under target, you type "C:\...[path]...\KSP.exe" -force-opengl. It might work the similar in however you're going it. When I moved my whole KSP folder (I have a folder holding my KSP install folder, mod's folder, Mod Admin folder, etc), Mod Admin lost track of all my mods. Is it possible for you to use relative links rather than direct links to fix issues like this? Maybe have the user install mod admin into the KSP install folder so it doesn't have to look far?? -
So, my game crashed. 4 Times.
Lucid Hills replied to Rofl47's topic in KSP1 Technical Support (PC, modded installs)
Fair enough. Still, forcing OpenGL seems to help. It did for me. -
Rover Delivery System Parts Pack Request
Lucid Hills replied to Spacepetscompany's topic in KSP1 Mods Discussions
Would you be able to link us back to the original thread? Also I assume you're looking for parts like these? If so I'm completely with you. I've been wanting to put my rovers in neater delivery vehicles for quite a while. -
So, my game crashed. 4 Times.
Lucid Hills replied to Rofl47's topic in KSP1 Technical Support (PC, modded installs)
Farram4, I assume you means 64bit KSP, not windows. Anyway there is some stuff you can try. The link Rofl47 gave is not working for me but if you have many memory heavy mods as I gather from farram4's response then possibly forcing the game to run on OpenGL might get it to work without having to remove any mods. There is a thread on how to force OpenGL here. If that doesn't work then the problem might be with a particular mod or a conflict between 2 or more. You can try to find the problem quickly mod try doing a binary search: - Take out half of your add-ons and put them aside (call that group A) - Test the game with the remaining half (group - If group B causes a crash, take half of it out (group B1) and test the rest (group B2), and so on - If group B doesn't cause a crash, add half of group A back in (group A1), test, and so on Try these out and tell us if they work. You should also re-upload the output_log.txt as the link is broken. Good luck! -
This is a pretty neat idea but you're asking for a lot. Currently there is a mod you could use to make this functionality but you'd have to code the instructions for the craft to follow. This mod is kOS. It's a fun mod but I imagine you're looking for something easier to use. Something that you point it in a direction and it'll sort it's self out and I don't think there is something like that out there yet. There may be published scripts for kOS that'll do parts of what you want but I doubt all. Still, I like your idea. It'd make for interesting game play.