Fr3Runn3r
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Everything posted by Fr3Runn3r
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Electric charge doesn't add up
Fr3Runn3r replied to tomf's topic in KSP1 Gameplay Questions and Tutorials
Could we get a picture of the craft to better understand what's going on? It could be that there's an electric charge sink that just didn't occur to you at the time. -
I remember seeing something like this in the past... It's something to do with the hitboxes for various KSC buildings being messed up and I believe it was down to mods last time. With a fairly clean install like that though, I'm not so sure. I'll see if I can find the old threads and I'll get back to you.
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If I'm remembering correctly it's at 45km that on-rails parts are deleted for Kerbin.
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Your question has been answered already but I'll expand on it anyway. The functionality you're referring to comes from the RemoteTech 2 mod. (found here: http://forum.kerbalspaceprogram.com/threads/83305-Development-Resumed-RemoteTech-2) I would not advise this mod for new players such as yourself as it makes the game much harder, especially with unmanned launches. Of course as always the choice is yours and if you feel competent feel free to give it a try
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Sun Probe Transmits Zero Science
Fr3Runn3r replied to reidtrevar's topic in KSP1 Gameplay Questions and Tutorials
Are you using any mods, also would you be able to take a screenshot of the science popup for us to look at. I know there are some mods that adjust science gain from different experiments (interstellar for instance I believe) but it may just be a simple issue that becomes obvious in the screenshot. -
Wow, I thought I had quite a lot of mods (currently hovering around 20). What's interesting is there are mods I've never even heard of in there (see ForceIVA, BurnTogether, etc...) and I spend a lot of time just perusing mods. Might have to check out at least ForceIVA (link would be helpful)
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Yeah, I'm doing that too at the moment (+kerbin). I plan on going out and deleting all those flags though once I'm done with science there. Otherwise I tend to just name them something generic like "Mun Landing 01" because I can never think of anything on the spot. EDIT: After a quick peruse of my persistence file I've decided to simply go in there and rename/replaque the flags once I'm done sciencing.
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can i run high settings with this.
Fr3Runn3r replied to ac30fspad35's topic in KSP1 Gameplay Questions and Tutorials
I'm not particularly experienced with AMD, but it looks like you'll be just fine as far as I can tell. -
I play with keyboard and mouse, but I really want to get a joystick soon
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Sent my application in, hope to hear from you soon (sorry I was a tad late to the party)
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Transmission Reduction of Science Points
Fr3Runn3r replied to Duxwing's topic in KSP1 Gameplay Questions and Tutorials
Enough transmissions will give the same amount of science points. Basically the only difference between the two methods is you have to do more transmissions. -
On a mod hunt for something to help with launch windows
Fr3Runn3r replied to LunchIn10Seconds's topic in KSP1 Discussion
I'm sure kerbal alarm clock is still around. I haven't seen it in a while though, I'll go hunting and edit a link in if I find it EDIT: http://forum.kerbalspaceprogram.com/threads/24786-0-23-Kerbal-Alarm-Clock-v2-7-0-0-%28December-20%29?highlight=alarm+clock Surprisingly easy to find as it happens. With this mod you can set up timers til your next launch window to whatever planet/moon you want as I remember. Also helpful for many other things -
I have to agree with everyone above me, the KSP community is the best I have ever seen (and thankfully it hasn't been diluted by the move to steam) and I'm sure the great mods are an important part in that. Thank you mods!
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FAO Squad: Someone's claiming your in-game music as their own!
Fr3Runn3r replied to mod1982's topic in KSP1 Discussion
Youtube recently changed something in it's content matching software and hundreds of channels are getting anomalous claims like this (sometimes from places that don't even exist anymore (read: THQ)) The best thing to do is to dispute the claim and you should have things cleared up relatively soon -
Career Mode. Can't start a thing!
Fr3Runn3r replied to Kerbonautical's topic in KSP1 Gameplay Questions and Tutorials
My first instinct would be to tell you to go to the science screen, select the first node and then go to the right hand side of the screen where it lists the parts you get in that node and click each one. This "buys" the parts. I've heard of this bug a couple of times so I hope this fixes it for you -
Connecting xbox controllers
Fr3Runn3r replied to Mr.Rocket's topic in KSP1 Gameplay Questions and Tutorials
It's possible to use a 360 controller with anything technically, however unless the game has specific controller support (which KSP does not have) you will have to use a third party program to convert the controller input to keyboard commands. Also you probably misread about the xbox controller being compatible with everything as as far as I'm aware that has never been said. The steam controller however is supposed to be. -
Modular girder segment and fuel flow
Fr3Runn3r replied to Fr3Runn3r's topic in KSP1 Gameplay Questions and Tutorials
Huh so apparently I'm blind...... Well at least I've learned something today -
Modular girder segment and fuel flow
Fr3Runn3r replied to Fr3Runn3r's topic in KSP1 Gameplay Questions and Tutorials
That's just the thing, none of the girders say "crossfeed capable" on them. -
Modular girder segment and fuel flow
Fr3Runn3r replied to Fr3Runn3r's topic in KSP1 Gameplay Questions and Tutorials
Thanks, any ideas for how to get around it? -
I've been having some perplexing issues when building ships using the modular girder segment in the career mode. Engines at the end of a modular girder segment attached to the main rocket are drawing fuel from the centre stack even though there shouldn't be a connection as the girder does not support fuel flow (as I'm aware). This however only got more confusing when I introduced decouplers into the mix. Usually a fuel tank and an engine attached to a radial decoupler won't drain from the centre stack, nothing new there at all. But if I put a girder between the outer fuel tank and the decoupler suddenly it's drawing from there! I'll post some pics as soon as I get home (probably around 5 hours from posting this) but this really is confusing me and making me require severe changes to simple designs that should by all means work. Hopefully one of you can shed some light on this truly strange occurrence. Thanks for your time.
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Career Mode does not Work
Fr3Runn3r replied to dojatobla's topic in KSP1 Gameplay Questions and Tutorials
I believe some people have solved problems like this by going into the research area and clicking on the missing part in the area where it shows it being researched to 'buy' it