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Everything posted by Apollo13
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Mun Orbital Contract mission still failing. Per previous discussion, I cleared the old pre-2G mission. Just got another one now. All conditions are satisfied. MCE still claims that I am not in orbit around Mun. When I right-click the orbital scanner part, it shows: Probe Ready To Scan: False I'm using the same vehicle I used previously.
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Be advised: TweakScale is distro'ed with ModuleManager 2.2.1.dll This version displays the MM menu on the screen, in all the scenes, ALL THE FRIGGING TIME. You can't turn it off. Thankfully, I still had a copy of MM 2.2, which I reverted to. This topic has been discussed in the MM thread. It is to be repaired in MM 2.2.2 Hex Truss: If you're using the new Hex Truss mod, here's a TweakScale .CFG file for the parts. I've tested with all parts, including Docking Port, SAS, End Cap, and Fuels. I am NOT the author of Hex Trusses. https://www.dropbox.com/s/045qeus0z9fhp8r/Hex_TweakScale.cfg Biotronic: feel free to include in your distro file.
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In the part.cfg for each part, there is a line: "TechRequired". You can change that to place it anywhere on the tech tree. Change the price as well. Unfortunately, no. KSP's contract system requires that contracts be compiled into the DLL. I prefer the old MCE method as well, using a text file to create missions. But, that is out of malkuth's hands.
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Just install it: C:\Program Files\Steam\SteamApps\common\Kerbal Space Program\GameData\MissionControllerEC There isn't really a need for one. MCE missions appear in the same list as other missions in the Mission Controller Building. You will normally see ":0" after the name of an MCE mission. See image below MCE-earned funds are integrated in with the standard KSP fund functionality. In your persistent.sfs file, you'll see a line "funds =" The old MCE has nothing to do with the new, given that KSP 0.24 changed everything with contracts.
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If somebody picks this up, please, PLEASE change the Docking Port list to recognize named ports. Currently,if there are multiple ports, they are all listed Clamp-a-tron. NavyFish's DPAI recognizes docking port names. Targetron should do so as well. EDIT: given that Targetron may have died, you may wish to look at Haystack. Be advised: Haystack does NOT list docking ports on the target vessel. However that is being corrected in the next version. Haystack provides a raft of additional features as well, including sorting by distance and SOI.
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Suggestion: 5-point hub: top, bottom, three side connect points. Similar to this from Ginger Corp. Ginger Corp also has an 8-point hub: top, bottom, six side connect points. But that may be a bit much.
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[24.2] Karbonite Ongoing Dev and Discussion
Apollo13 replied to RoverDude's topic in KSP1 Mod Development
Agreed. that is basic info that should be provided. Sidebar: Just downloaded the mod. I never did Kethane. Given that this is a community effort, this could really take-off and be fun. Might get me back into 3D modeling; I guess it's time to update Blender. -
There is no taskbar at the upper left corner. There should be a Time warp thingy there. If that's not there, you may need to re-install KSP. Or, are you referring to blizzy's Toolbar? Many mods include that in their distro files. It must be installed in GameData as it's own folder. You can also download/install it directly.
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what SpaceSkipper is demonstrating is that the cost of the engine is 300; the cost of the fuel is 1500. However, the DebRefund window shows that 1200 per engine was lost (excluding fuel); it should be 300 per engine.
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If you use TweakScale, I've created a file for Hex Trusses. Copy the file to your /GameData/TweakScale directory. I tested this on all parts, including Docking Port, SAS, and Fuel Truss. Fuel amount is scaled. Hex Trusses TweakScale @SpeedyB: feel free to include this in your distro file.
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I think this mod has so much potential. It will be my Go-To truss system for all my stations. In fact, i'm replacing a Research & Refueling Station currently orbiting Mun and another around Minmus; the new stations will be built with the Hex Truss system. It just looks way cooler, especially the docking Port and SAS. And that's where I'd like to make a suggestion for additional parts. Currently, the Docking Port is its own part. When two trusses are docked together, the trusses present a very clean line versus the "break" in visuals caused by the stock docking ports attached to stock trusses. I suggest that each of the Hex Trusses (short, medium, large) be equipped with a built-in Docking Port on one end. Call them "Short Docking Port", "Medium Docking Port", and "Long Docking Port", if you will. Don't simply just add a current Hex DP to the trusses; rather add the DP flanges meshes to one end of each truss and make that end act/react as a docking port. When docked to another Hex Truss, it will present even cleaner lines. Another way to think of it: the current Hex Docking Port is already a very,very short-bodied Hex Truss with a docking port at the end. Just lengthen that body to the three sizes I mentioned. Extending the above idea one step further. Do not include the DP flanges on the one end of the truss. Rather, it will simply look like every other truss end. If you wish to provide a visual clue that "this end is a docking port", make that end a different color. Just my two cents on one of the few mods I'm excited about. One final point: thanks for the built-in SAS.
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
Apollo13 replied to nothke's topic in KSP1 Mod Releases
@nothke: I've been using this mod for quite awhile. Love it! I would like to suggest two additional parts. Make a double-high version of each in order to store taller things in them. Yes, I know I can place one atop the another. However, that creates two access doors. The double-high unit would have only a single access door, as seen in this image -
The issue is not just with the hub; all the parts exhibit the problem during construction.In an unrelated problem: The truss docking ports may have a difficult time determining which side is a 0-degree position. In this example, I first orbited the vehicle on the left (#1). I then brought in another vehicle (#2) to dock with it. To ensure that I was aligned with a 0-degree roll/position, I told MechJeb's Docking Auto-pilot to force a 0-degree roll. I also verified that with NavyFish's DPAI mod (my usual docking tool); it indicated 0-degree roll as well. As you can see from the result, the orange pipes are not aligned between the two vehicles. Even the sides are not aligned. When constructing both vehicles, I ensured the orange pipes of the hex Docking Port were in line with the pipes of the short truss. After the above test, I docked again and removed the "Force 0-degree roll"; I rolled the vehicle manually to align the orange pipes. That worked as it should.
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thanks. I gave ya a Rep point on the forum as well. Great outside-the-box thinking. Gotta try that as well.
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@Alewx and Beachernaut Would you be so kind as to upload your crafts (post #771, #773) to a file-sharing service, such as DropBox and supply the link? Your vehicles look great and would save a lot of frustration in building one of our own. Thanks Full disclosure: In over 700 hours of KSP game time, I've never built nor flown a space plane.
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And so, based upon all I've learned, I built this; not for launching, mind you
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@Starwaster: see my second edit to my post. I think I discovered "The Secret". And, I see the problem with the Hubmax you are discussing. Tried it just now. Then, again, I'd never attach two Hubmaxes (Hubmaxi?) in that configuration. I'd have a truss between them (thanks to TweakScale, I can increase the diameter of the stock octo-truss).
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What is the "stock station hub"? Stock has trusses, which do not exhibit the problems I discuss in my post. Are you referring to the Rockomax Hubmax? As bad as the problem is in the VAB, I would hate to attempt to dock with a station and be unable to attach these trusses in orbit. EDIT: I sorta found away around your problem. Do not attempt to try to attach trusses by facing the destination node directly. Rather, look at the destination at an oblique angle. Oh, I can't wait to try docking in space... EDIT: Oh wait! Another discovery. The orange pipes must be lined-up between adjoining trusses.
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Tips and tricks you found out yourself
Apollo13 replied to hugix's topic in KSP1 Gameplay Questions and Tutorials
According to Steam, I have 700 hours in KSP. And NOW, you tell me about this!?!?!?! Thank you. Sent a Rep point to your forum account as well. I've been using (and will continue to use) MJ Maneuver Node Editor); your hint will make things go a lot faster.