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Everything posted by Apollo13
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ExplorerKlatt: thanks for the response. I guess I was remembering it incorrectly. Gave you a Rep/Like point.
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What I'm trying to accomplish: In the image, I wish to grasp the Grappling Hook (attached to a Winch), upon which it is seen on the Kerbal's back. I then wish to carry the Grappling Hook to another part/vessel (with the line attached) l, and attach it to that Vessel. I believe that was the procedure I used in previous versions. If I am remembering incorrectly, then: 1) How does one use the Grappling Hook when it is attached to a Winch? 2) How does one use the Anchor when it is attached to a Winch? Elkram: To take a screenshot, use the F1 function key. You'll find the screenshot in the Screenshots folder in your main KSP folder.
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I have KIS and KAS installed. Thanks for your keen insight. You're missing the point.
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I was mistaking it for the Grappling Hook. New problem: I cannot grab the Grappling Hook when attached to a Winch. Previously, I grabbed the Grappling Hook, and it was attached to the Kerbal's back. Now, I get a message that says I can't grab it. I have the same problem with the Anchor; I cannot grab it either if attached to a Winch. If I'm doing something wrong, then tell me the correct method.
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BUG; Anchor The Anchor can be installed on the Winch only with the points facing the Winch. The anchor cannot be grabbed during EVA. I may play with the CFG file to see if I can correct it.
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Question: in previous versions, the Engineer was able to carry an item on his back. Move to a location, then install it. I refer to items too large for individual inventory, such as the Gigantor Solar Panel. I would remove the large item from the SC-62 Storage Unit, and carry it it (visible on the Engineer's back). Move to the installation site. Drag and install (H-key) to the vessel. I am not referring to the Engineer carrying the SC-62 unit on his back to the installation site; just the part itself. I examined the PDF instructions, and I could not find the instructions on how to do this. Perhaps, I'm missing something? Sidebar: +! to Koritastic's suggestion, if doable.
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Thank you for releasing this. Will start testing now. EDIT: Bill, the Engineer, was working at the launchpad installing stuff on the vessel, and wanted to chill out with some hip-hop while doing so. So, he placed the Ghetto Blaster, and cranked it to the max. So, what's he get? Kanye? Tupac? Run DMC? Nope. Scott Joplin's "The Entertainer". NOT IN MY HOOD!!! Ya know what I'm sayin'? Meanwhile nearby, Jeb tried to calm him, strumming the Guitar, and singing "Kum Ba Yah". Who doesn't love Kum Ba Yah?
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I just don't understand the hate for the stock fairings. Yes, I like Procedural Fairings. But, you can see a lot of work went into the stock version. Personally, I like those fairings. Easy to use. Effective. My only wish is that they had an egg-shaped fairing. Otherwise, I'm totally content.
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[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
Apollo13 replied to sarbian's topic in KSP1 Mod Releases
Sarbian, I realize you are very, VERY busy updating MechJeb for 1.1. (I'm using the dev version #572). I prefer Crew Manifest to Ship Manifest. So, I hope updating Crew Manifest is somewhere on your radar. No rush, just asking. thanks. -
[1.2.1] TRP-Hire (formerly KSI Hiring)
Apollo13 replied to TheReadPanda's topic in KSP1 Mod Releases
Glad to hear you're still working on this for 1.1, given that other mods have died. One of my favorite mods. -
Mod is broken is some instances. For instance, the 30 ltr Klutter container does not stay bought. I researched it for 3,000. I added it to the vessel. Upon going to the launchpad, I saw that it was changed to the small Kibbal container. Reverting to the VAB, the vessel still had the Kibbal container. Going to the Science tab, the 30 ltr Klutter container was not researched; I had to research it again for 3,000. EDIT: The answer: the modder literally copied the Kibbal container "part-jr.cfg" and did not change the part name. Wow...
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What mods should I get?
Apollo13 replied to ejimsmith's topic in KSP1 Technical Support (PC, modded installs)
Mech Jeb 2. Real space missions fly with a flight computer. MJ2 provides the flight computer KSP failed to incorporate. Even if you don't use MJ2 to fly your vessel, it's real value is planning flight maneuvers; the Maneuver Editor is excellent. Also, I suggest Kerbal Alarm Clock (KAC), KDATA, and EditorExdtensionsRedux. Finally, to extend your Science experience, go with StationScience. Add Misson Controller 2 as well for more missions, including historical missions. MJ2, KAC, and KDATA are my personal MUST HAVE. Otherwise, I don't play. YMMV Finally, Scott Manley does a lot of reviews on YouTube. -
Mechjeb for 1.0.5
Apollo13 replied to silvereagle2061's topic in KSP1 Technical Support (PC, modded installs)
MJ2 works fine in 1.0.5; previously using dev builds, but now using released version, which is same as last dev build. My only problem, mentioned in the MJ2 thread, is that some craft oscillate for now reason when MJ2 is activated. -
Station science not working properly
Apollo13 replied to ToukieToucan's topic in KSP1 Technical Support (PC, modded installs)
I use StationScience, and have not had this problem. When I finalize the experiment, mine have not reset. -
Science Data will not send
Apollo13 replied to tim2015's topic in KSP1 Technical Support (PC, modded installs)
Using the antenna causes ALL science to be transmitted. Many times, I do not want to transmit all science onboard, because: 1) I don't have enough electricity to download over 20 experiments; 2) I want to send only those experiments where transmission value is the same as recovery value. Therefore, I want to select only specific experiments to transmit. I'm using Science Alert; I'll remove it. I already have Science Library, which is excellent. -
[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
Apollo13 replied to jfjohnny5's topic in KSP1 Mod Releases
It works already in 1.0.5. No update needed. That said, it may not show the images of your Kerbals when on the launchpad. However, they are there and the mod works. -
BUG REPORT: Contract requires PeA and ApA of 2,868,000. As you can see from the KDATA window: ApA= 2,868,836, PeA=2,868,545. Therefore, both are within the 1000 meter error of margin. Yet,the PeA does not indicate that I have achieved the correct PeA altitude. Note also, that I am within sight of the East Shore Station (red radar), but that is not indicated either. Yes, the type and frequency are correctly set. BTW: on this same vessel, there's a Navigation Satellite with the same parameters. It, too, does not show that I achieved the correct PeA. ALT-F12 to the rescue again.
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[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
Apollo13 replied to SirJulio's topic in KSP1 Mod Releases
Until AGM is updated (if ever), I suggest the excellent Action Group Extended mod. It uses Bilizzy's toolbar. -
This mod broke my game. Specifically: 1) When used with MechJeb, and letting MJ fire the engines at maneuver nodes, the vessel would drift off the node marker when down to the last 0.2 - 0.6 m/s. The engine would continuously burn non-stop. Auto-rendezvous was impossible. 2) KSP is notorious for CTD when modded; I can accept that. However the rate of CTDs increased significantly when this mod was installed. Upon removing the mod, all the above went away. I liked the features that this mod provides, but not when it breaks the game. Perhaps, YMMV, but as for me...