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Everything posted by drtedastro
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just downloaded and installed down range. Great, just great.... have been looking for something like this.... many thanks. EDIT: works fine with 0.20.?? but I am unable to get it to work with 0.21.1. Any ideas? has the .cfg format or method changed for .21??? any help will be appreciated. EDIT: oops, silly me. Does not work when using a Pod with Kerbals..... Only for other pods. Ok, so I will have to deal with Bill K. some other way.....
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I also hope that this mod gets 'going' again. I enjoy the building and working with maps such as this. it is what I have done for 35 years. I also enjoy the new look for the kethane, but hope that they will follow up and output the data in lat, lon, value as well. the ability to start to build multi-tier exploration would be nice. I am running the dev mod on 0.20.2 at the moment with maybe too many other mods. memory usage is about 3.5 gBytes, and if I don't push it, it will run all night to build new maps. Maybe if enough of us ask nice, we will be able to get the mod up and going again with its creator / builder.... there are lots of other 'things' that would be nice to build with this and other ideas.
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Same thing is happening to me. I had to rebuild my ksp area, but now no matter what I put on sat, "insufficient power" is what I get. I have tested just sitting on pad (not wasting time on launch to orbit) and still have this. Any ideas? many thanks in advance. EDIT: Using 7.4 with KSP 0.20.? last prior to 0.21 EDIT: Also, my 'grid' never shows, even when asked for . ?????
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If I have missed something, sorry. I have tried to go through all of the posts a couple of times, but still have the following problems. I am unable to get the 1999 craft to load. Missing vtol and other part. I tried loading vs 1 and then reload vs 2, same. I would like to get the Pegasus as well, but from the posts it looks like some others are having issues as well. I am running ksp 0.20.??? whatever the latest version is. I thank all in advance for any help or direction to get these working. Devo, you stuff rocks and is 'top shelf'.... great work and thanks. DrTedAstro.
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Again, 'more difficult to do?'... so how, exactly, would you put something 3100 km's in front and behind Mun. Anyone can pick any spot on the orbit, away from the SoI and then wing-it until you are 'close', but how would you put a craft exactly at the desired point. Your description is very 'general' to say the least. I have placed many sat's into equi-distance orbits for my comms and gps arrays, but just wanted to see if there was a method that was not based on 'hit or miss', or close enough approach, other than cheating, where SoI was in the way.....
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Any idea of where the original author is??? Kimberly, are you driving this mod now?
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[0.90] ProgCom - CPU Emulator V0.11.1
drtedastro replied to SimplySimon's topic in KSP1 Mod Releases
interesting. -
[0.90] ProgCom - CPU Emulator V0.11.1
drtedastro replied to SimplySimon's topic in KSP1 Mod Releases
I would like to have the ability to have my choice of low level (asm type), mid (C type) and high level (Ida) type choices. for very specific tasks, it would be very rewarding to write the module from scratch in asm. However for fully automated probe missions, you would need to have the ability to use a more object like lang. just my thoughts. DrTedAstro. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
drtedastro replied to cybutek's topic in KSP1 Mod Releases
in some instances it would be very helpful if we could change / modify the units / precision shown for the data output. Some examples, Time in pure sec; etc things like that... and items like axis, in meters not Mm or be able to show more significant fig's... thanks. DrTedAstro. -
Looks great... Please let me know when this is available..... I was looking at the little guy as well. DrTedAstro.
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quick question to all. I wish to park a sat both ahead and behind Mun by say, 4000 km's. How is the 'best' way to do this. I have worked with phasing orbits and no problems, however using Mun as the starting point has the problem of crashing into it..... so what am I not seeing here, or what should be done. thanks for help. DrTedAstro.
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I must have missed it somewhere, but where can the source code be found for this mod? thanks. DrTedAstro..
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I would be VERY happy just to have some way of getting the data exported out to some usable file. the center of the hex bin in lat, lon and some value for that bins kethane... Not asking for any additional rendering or work. Just like you stated, during loop for creation of the 2D map or somewhere, a simple dump out to some file kethane_mun.txt for example would be excellent. thanks for all of your work. DrTedAstro.
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[1.2] Procedural Fairings 3.20 (November 8)
drtedastro replied to e-dog's topic in KSP1 Mod Releases
Agreed, something a little less than the current nuke that separates the fairings. Fun to knock over other ships, kerbals and such, and possibly push planets out of their orbit, but just a little itty bitty tooooo much..... -
Is there any way to create a 'pseudo' point, just based on its orbital location, to be able to use as a target??? For instance, I wish to place a comms sat ahead and behind Mun, in Mun's same orbit just ahead and behind by xxxxx km's. I can do a hit or miss approach playing with nodes and pushing and pulling them, but there 'should' be a way to put in a desired location to be a target. thanks for any info. DrTedAstro.
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I really like this idea. From quick high orbit pass you get 'general idea' of where the deposits are, and a relative notion to their size. The closer, finer exploration can give you better idea and start to pinpoint the location(s). The 'drill here' moment can come from very close, very precise measurements from the ground. And, it still might not be there. False reading, used to be there but it all escaped, etc..... Would give this a real exploration flavor. By the way, Geophysical (Oil and Gas) exploration is what I do / have done for 35 years..... While it would nice to make a big discovery, drill one hole and drain it, would be nice..... Never happens, not even in Kerbal space / time....... Good idea....