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KSP2 Release Notes
Everything posted by Kaa253
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Kaa253 replied to Fractal_UK's topic in KSP1 Mod Releases
I have worked out that to get the Antimatter Initiated Reactor to start up I need an independent source of charged particles (i.e. add a GEKKO). Is this intended? However, after start up I still cannot get the AIM reactor to run at more than ~0.013% activity, regardless of how much power load I apply. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Kaa253 replied to Fractal_UK's topic in KSP1 Mod Releases
The ISRU refinery can do your mining. It doesn't need to touch the ground it simply needs to be a part on your landed lander. I haven't done much mining but LqdWater has been fairly easy to find. I think Ammonia and Lithium are harder to find (I don't want to provide a spoiler here). Make use of the two mass spectrometers. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Kaa253 replied to Fractal_UK's topic in KSP1 Mod Releases
Hi All. Great mod and great update. I cannot work out how to use the Antimatter Initiated Reactor. First I got "resource deprived" even when I thought it had everything required and then (somehow) that goes away and the reactor goes active and runs up to 0.016% and stops there, which is apparently not enough to run a thermal rocket engine. I have got antimatter, Deuterium, Uranium, radiators, lots of GW of power. Can anybody lend a hand/give a hint/explain what I am missing or might be missing? Thanks. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Kaa253 replied to Cilph's topic in KSP1 Mod Releases
The logic of it tricked me initially as well, embarrassing really. However, I strongly agree that Active Vessel should stay, you just have to get the hang of it. There was a post a while back that did a pretty good job of providing case by case tutorial pictures explaining it all but I can't find it now? Ah! here it is http://forum.kerbalspaceprogram.com/threads/56399-0-23-RemoteTech-2-v1-3-3-Late-Christmas-Edition?p=906972&viewfull=1#post906972 -
Thanks everyone for all the comments on EL use with FAR. I figured that fairings would be essential. Very cool Mun base & EL construction facility there Ralathon. I look forwards to building up my own. Yes I generally have a heavily hacked version of EL too. I am now in a hurry to finish my current career as I want to start a new career with EL and the added challenge I expect from FAR.
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@The Space Man: What is that launchpad? Yes. I am just about at the point where I am ready to play FAR. I am going to give it a serious go as soon as I finish my current career. When I look at EL (and KSPI) I have to wonder if a FAR based career can make use of them at all. I guess I will soon enough discover exactly how much deviation from sensible aerodynamic shape is acceptable to launch with FAR. I presume that if I can get an orbital construction pad into orbit then I can build everything else "LEM" shaped in vacuum.
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I believe that resource compatibility is very important. As a user of both the KSPI and TACLS mods it is very silly that there are two kinds of water (both made of H2O but with seemingly different densities). I was very pleased to find the KESA "project".http://forum.kerbalspaceprogram.com/threads/63798-0-23-Beta-KESA-Resource-Integration-v0-1-%28TACLS-KSPI-Water%29 I can see that I will soon likely have two kinds of CO2. KSPI introduces a different kind of (electrical?) power - out of necessity. KSPI also adds a different kind of heat which is not the same as stock heat (as is used by Deadly Re-entry). There are already Kethane and Methane and perhaps liquid fuel is the same thing as Hydrogen and perhaps not; depends on whether you use the Real Fuels mod. It would be great if modders can keep in touch on the subject of resource integration. It might also make sense to have just one system (dll) to manage all mining and conversions and also mapping in fact (Kethane gets my vote here). My impression from this discussion (http://forum.kerbalspaceprogram.com/threads/61714-Multiplayer-or-resources) is that if Squad ever expand the resources system it will be a long way off... therefore, to my thinking, it is an open area for modding. There are many other theories out there for how the Earth/Moon double planet system formed but this one is still the leading theory (i.e. maybe 70% of Planetary Scientists agree ). I agree with Buzz http://en.wikipedia.org/wiki/Buzz_Aldrin#Criticism_of_NASA.27s_2003_return-to-moon_objectives that Mars should be the main objective but there are plenty of really big questions that can be addressed by going back to the Moon. Sorry about the long post
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Excellent! The only two parts I use exactly and as you say the HL pad isn't even from EL. Oh, I do use the little ore scanner part but only because I have been too lazy to change it, not because I like it. Great news taniwha! You can simply focus on adding, as you say, interesting functionality of the plugin itself. I look forward to that I would also like to see a range of competing, alternative and compatible parts being offered by independent modellers. I am no expert on copyright but I assume this approach can work very well and very easily for EL as it uses the GNU General Public License? I look forwards to seeing some interesting and attractive work aimed at EL from the wonderful artists contributing already to the KSP modding community.
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Now-defunct-thread-that-should-not-appear-in-google-search.
Kaa253 replied to Cilph's topic in KSP1 Mod Releases
I believe I have seen exactly this and more than once and I have never turned on hack gravity. I don't know how or why it happens. It does seem to happen between a shutdown and a reload, but maybe that is just when I notice they are out of place. I have lots of mods installed, it could be anything, so I just shug it off and put them back in place. Call it standard ComSat maintenance and note that it negates wasting a lot of time in perfecting the orbits. -
I thought it was all science fiction already, isn't it? Who are these small green humanoids? Sometimes this game attracts too much attention for a desire for "realism". I find the level of realism versus game play enjoyment to be just great the way Squad has it now.
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[0.23] [Beta] KESA Resource Integration v0.1 (TACLS & KSPI Water)
Kaa253 replied to Eadrom's topic in KSP1 Mod Releases
Oh... here it is! I was reading Eadrom's conversations with Fractal on the KSPI forum last year and didn't realise you started a new thread for it. Alrighty, I got to try this out. I assume the latest updates to KSPI and TACLS will not be a problem? It makes so much sense to have only one kind of H2O in KSP. Great to see you talking about integrating the various CO2's. I really believe that Kethane and Methane are essentially the same stuff as well. Perhaps Methane could be converted to Kethane by the addition of a green dye concentrate (or St Patrick's Day spirit?). Actually it should be fairly easy to do, even I could probably pull that one off. Anyway, here goes KESA Resource Integration testing 1, 2 ... -
Yes. You can do both a recycling bin mounted on your orbital construction station or on a space tug. You will need sufficient empty rocket parts storage tank space of course. Just maneuver any part of the spent stage into the mouth of the recycling bin and activate it. I generally try to poke an antenna into the recycle bin, that works well. (I use the RemoteTech 2 mod so all my craft have a bunch of antenna). If you normally use MechJeb for docking operations then you can place a command pod or a docking port directly behind the recycle bin and use that as "docking" target.
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Now-defunct-thread-that-should-not-appear-in-google-search.
Kaa253 replied to Cilph's topic in KSP1 Mod Releases
Excellent work! This would have saved me a lot of trouble as I was too stupid to grasp the mechanism of case 9 for a time. Probably the figure could have numbers to indicate Cases 1 through to 11 (top to bottom)? Is there something wrong in the figure for cases 10 and 11? (wrong labels against Comsat 1 perhaps?). Or maybe I am still missing something in my comprehension. Well done! -
Now-defunct-thread-that-should-not-appear-in-google-search.
Kaa253 replied to Cilph's topic in KSP1 Mod Releases
I have been using this version and I have had not too many problems with it, I can recommend it. Importantly, there is no explosive duplication of ships going on. There is something buggy with the map's ship focus switcher icon (3rd one down on the right edge of the map screen) and when I renamed one ship it no longer appeared in the lists of target-able craft. Not sure if a game reload might have fixed that. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Kaa253 replied to DYJ's topic in KSP1 Mod Releases
Same thing has just happened to me! OK, OK the stock tree is balanced for flight difficulty just so but ... I downloaded and installed this to use in career mode, knew that it was a possible "cheat" as such and accepted that. If you want to play hard mode then edit the tree for yourself to reflect that or don't use mods. This mod is not updated to "0.23" as there is no entry for the tech tree. Edited the part.cfg for myself now and I agree with other posters, supersonic flight would seem to be about the right tech tree entry point for most people. Otherwise, this is a most excellent mod. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Kaa253 replied to Cilph's topic in KSP1 Mod Releases
@TomatoSoup: Sorry! I rechecked all my dish links all along the comms path. The dish on my "DS 1" KeoSat was pointing using the active vessel method. When I changed this to explicitly target the dish on my distant Duna orbiter then the omni link from there to the lander on Duna's surface (far side from Kerbin) connected back to mission control. Sorry, the fault was in my head (duh!) and not with RT2. I understand the "danger" of using active vessel method much better now. Thanks heaps for all your help. I know there is a call-out on the first page of this thread for documentation for RT2, perhaps I could write a clear explanation of how this works now? :blinks stupidly and scratches head again: @Peppe: I was using the DLL from RT2 version 2013.12.18.21.39 and getting the crash to desktop on clicking the map buttons. I have switched to version 2014.01.08.16.38 and so far everything looks to be good! A bit confusing having version "38" being apparently an update on "39"? I should pay full attention to the date. I will now keep play testing and look out for any signs of the bugs that were in the late Xmas edition. Hopefully I won't see them. Thanks! -
Now-defunct-thread-that-should-not-appear-in-google-search.
Kaa253 replied to Cilph's topic in KSP1 Mod Releases
I mean to say if I click any of the first 3 RT2 icons in the bottom right corner of the map view. It is the same problem as reported for RT2_2013.12.18.21.39 before... http://forum.kerbalspaceprogram.com/threads/56399-0-23-RemoteTech-2-v1-3-3-Late-Christmas-Edition?p=854663&viewfull=1#post854663 in "UPDATE 2". I am very sorry, I don't wish to complain because RT is an AWESOME and ESSENTIAL KSP mod and I appreciate the work being done by Cliph and others very very much. I am happy to wait patiently, everything is in alpha/beta/experimental phase and it's all understood and cool Oh... I am probably using some active vessel links I can and will do a test of all explicit pointing -
Now-defunct-thread-that-should-not-appear-in-google-search.
Kaa253 replied to Cilph's topic in KSP1 Mod Releases
OK. I will re-install it and try it again I guess... lol. I also have another problem which I believe others have discussed before with regards to comms losses after undocking. I have traced this to what looks to me like as follows... Mission control -> omni -> omni -> dish -> dish = no problem. Mission control -> dish -> dish -> omni -> omni = no connection. After your connection path enters a dish to dish connection then it will not continue after that along an omni to omni connection. The other way around works OK. This effect breaks, just for example, Apollo style missions where you have say a "CSM" craft with a long range dish and an omni antenna left in orbit. You cannot then establish a comms link via omni with your lander "LEM" craft's antenna. So signal loss happens as soon as your two craft undock. Edit: Re-downloaded and tested version RT2_2013.12.18.21.39 and yes it causes for me an instant KSP close to desktop if you press any of the buttons in map view (Linux only issue perhaps?). It also exhibits the same no connection on omni after your signal path goes through any dish to dish link. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Kaa253 replied to Cilph's topic in KSP1 Mod Releases
Same here, independent launches and I get duplicated satellites very frequently. For some reason the duplicates are always listed at the top of my tracking centre list. In other words, the duplicated craft have mission elapsed times from before my first launch in the new game. I can just delete duplicates in the tracking centre, however, KSP is behaving pretty unstable with all the problems reported by Cobbertson (last page of forum earlier today) going on for me too. Excuse me, but isn't Remo...2.18.21.39.zip the version that caused an instant crash to desktop if you pressed any of the buttons in map view? -
Now-defunct-thread-that-should-not-appear-in-google-search.
Kaa253 replied to Cilph's topic in KSP1 Mod Releases
Got this. Glad to hear that it is probably NOT RT. Got this too, annoying. I try to remember to go to the tracking station regularly and scan the list of craft for any duplicates. With care!!!; remove the duplicated entries and then things will not explode. Also quicksave often and make copies of the saved game file/s. -
After finding my metal tank full on the launch pad I got to thinking... well, it would make sense really to permit that. Surely Kerbin has metal resources? What about ore? Well, if you want to launch ore it would be foolhardy inefficient, but should it be made impossible? What about TAC? Launching a full tank of "Kerbal waste products" should be OK too? Maybe you need it as fertiliser? Maybe a bio-weapon missile? Sure, I can see that there are valid game play mechanics reasons to have these tanks start off in a forced empty condition. The Kethane game in particular seems to reasonably demand empty tanks on the pad, even when it is known that Kethane deposits are present on Kerbin. Actually, given my personal love for Windoze that's a really great idea! Oh, I guess it has been done already and it is called Wine. Back when it was KSP 0.19 I struggled with the png limit in the Linux version and I got into the habit of deleting all mod parts I did not need. At one point I had B9 and Firespitter installed with just the DLL's to support 2 or 3 parts I deemed as essential. Nowadays, I have largely overcome the png limit issue and I have most of the B9 and Firespitter packs installed. OK NathanKell, you win. I have installed all of MFT. Clearly it will have no negative impact on my KSP performance and what's the bet that in a week from now I will consider it to be yet another essential mod that I can't live without?
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The Linux compatibility thread!
Kaa253 replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
The link to a.g.'s fix in the first post, attached to the word "here", is broken. -
Hi. I believe I have updated the pack and Firespitter and MFT(v4.0) correctly but I am still seeing this ... http://forum.kerbalspaceprogram.com/threads/30673-0-23-Spherical-and-Toridal-Tank-Pack-%28Updated-12-30-13%29?p=874664&viewfull=1#post874664 Its even there with a new ship in a new sandbox game (for my main save I'm hooked on career mode). I wonder if you can reproduce the problem or is it just my install is out of whack for some reason? ps. Happy New Year to all
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kaa253 replied to rbray89's topic in KSP1 Mod Releases
The "magical UNIX limitation" with PNG's has been solved for a long time but you must do a bash command line patch for every version since sometime before KSP 0.19 (when I started). See http://forum.kerbalspaceprogram.com/...l=1#post849510 as a starting place but I highly recommend reading the whole Linux compatibility thread, at least all the post 0.23 upgrade posts anyway. I also have the strange circular feature on Kerbin and I think I have had it for a long time, certainly since VE version 5-3. It only occurs at a limited range of orbital altitudes and so it never bothered me much. I generally only see it briefly during my time warping approach to Kerbin aerobraking entry. I am also not absolutely certain that it is caused by VE. Perhaps it is? I wonder, are you using Linux 64 bit and/or are you also using the UniverseReplacer mod? -
Now-defunct-thread-that-should-not-appear-in-google-search.
Kaa253 replied to Cilph's topic in KSP1 Mod Releases
I have had this occur before. Going to the tracking station and/or doing a restart, reload has always fixed it for me. Oh, and another thought, RT might be getting confused because your 4 child probes will have the same name. Perhaps try renaming them all.