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Everything posted by HeadHunter67
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Use it to make the game more enjoyable for yourself. That should be the criterion for any plugin or mod. If you find the game more enjoyable because MJ makes rendezvous easier, then more power to you. If you don't want to use it for rendezvous because you have the hang of it and relish the challenge, that's good too. Likewise with docking, ascent, Hohmann transfers or whatever other features you use it for. Sometimes you might want to let the robot drive, and other times you don't. That's the beauty of it. How you play and enjoy the game is all up to you.
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[Science] Data Transmission
HeadHunter67 replied to ohlookabirdie's topic in KSP1 Gameplay Questions and Tutorials
It is a bug - but it's a bug that incontrovertibly demonstrates that this is the value in a config that affects how much science is gained from a transmission. And for those who are not concerned about what others think of how they play their own single-person game, they could easily modify that value. Personally I don't, but I have no issue with those who do - which is why I pointed it out. -
Glad I could help. I happened upon it the other day when browsing that site and knew someone would be able to benefit from it.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
HeadHunter67 replied to rbray89's topic in KSP1 Mod Releases
You mean, like... AFRICA? -
You may be able to distribute the craft file itself, but that doesn't extend to bundling the parts with it. Unless the mod permits distribution of its assets (such as parts, models or textures), you're simply incorrect. A craft file is nothing more than a config of something you have assembled, it doesn't include any of the other author's work. But for those who feel compelled to use craft files they know are not stock, there's a means to tell you which mods may be needed: http://mykspcareer.com/resources/analyzer/ Once you know which mods are needed, it should be a simple matter of going to Spaceport or these forums and downloading them yourself. There's no need to campaign for people to bundle stuff that isn't theirs with craft files - people who are unwilling to do the legwork should stick with stock.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
HeadHunter67 replied to rbray89's topic in KSP1 Mod Releases
That video was uploaded on September 3, which is five weeks before this was released in Alpha. What you're seeing there is simply Universe Replacer. -
No, what Jack said is right. Seriously, someone who lacks the technical ability to locate these parts isn't going to know how to manage something they couldn't even find on their own. It's a Pandora's box of third-party support, and it's the reason "mod packs" are a bad idea. You know what they say... "Give a man a fish, and he'll pester you endlessly about fishing questions, ask you to gut other fish he's been given, make you cook his fish for him, etc. etc."
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Why is there no EVA view for the Mk. 2 cockpit?
HeadHunter67 replied to Odo's topic in KSP1 Gameplay Questions and Tutorials
Go to Spaceport - search "cockpit". The first two hits are this one and the Mk3. -
Review Science completed
HeadHunter67 replied to LordZowy's topic in KSP1 Gameplay Questions and Tutorials
This plugin will do just that. -
Why is there no EVA view for the Mk. 2 cockpit?
HeadHunter67 replied to Odo's topic in KSP1 Gameplay Questions and Tutorials
Why does this thread come up so often? And why does everyone always forget that that there's a download available for this when it does? -
It is very reasonable to say that a great deal of terrestrial science had to be discovered and researched before we could take our first steps into space - so why does it seem odd that the Kerbals would have to do the same? And from the looks of it, Kerbin is still an untamed world anyhow.
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[0.25] PartCatalog 3.0 RC8 (2014-10-08)
HeadHunter67 replied to BlackNecro's topic in KSP1 Mod Releases
OK then, two more questions: 1) Are the parts visible in sandbox without this plugin installed? 2) If you installed it (and the parts packs) properly, why are you experiencing an issue that others apparently do not? There's no reason why it would work differently for some if everyone installed it correctly, is there? -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
HeadHunter67 replied to BlackNecro's topic in KSP1 Mod Releases
I'm assuming you are in career mode and have not yet unlocked the full tech tree. Remember that this plugin will not show parts that you couldn't otherwise see on the parts screen already. -
Go into your save file's persistent.sfs file and look for this section: Change the number after "sci =" to about 12000 and next time you load that save, you can spend that much to unlock nodes.
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[Science] Data Transmission
HeadHunter67 replied to ohlookabirdie's topic in KSP1 Gameplay Questions and Tutorials
Indeed - and if its value is set to 1.0, there will be no data loss for transmitting the experiment. This is why crew reports transmit 100% of data - and why Mk2 lander cans get double the science value. Check the configs and you will see why. -
That's a great idea for those of us who have completed the tech tree and don't feel like slogging through it all over again to unlock it in a new save.
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[Science] Data Transmission
HeadHunter67 replied to ohlookabirdie's topic in KSP1 Gameplay Questions and Tutorials
Sure it is. Try modifying the value of this string: xmitDataScalar It's a config hack, but it's definitely not "impossible". Any value that can be coded in a config can be modified likewise. -
First of all, posting in multiple places on the same issue isn't going to help - it does not improve your chances of a response - it dilutes the ability of others to collaborate on a remedy, as well as being the kind of nuisance that the powers-that-be frown upon around here. Given that these mods are definitely compatible with one another, if installed properly they will work. If a complete uninstall and reinstall didn't work, then the only possible explanation is that you are installing mods improperly. Please elaborate, in detail, on the process by which you are installing these mods, so that we can see where it's going wrong.
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You could just cut and paste those parts into the latest build, load your craft in the VAB, and then save them with the stock parts. I know this might sound like a hassle, but if you're willing to edit your craft files then it's surely not for the sake of convenience...