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Graknils

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Everything posted by Graknils

  1. Thank you for posting that information! I checked my settings and apparently that's not an option with the IronClaw mouse in iCUE. Bummer, Dude! I'm still looking through the manual and searching online, but it looks like I'm stuck for now. Luckily, the game IS playable and as features are added and mods are written I have no doubt things will improve. Thanks again!
  2. Thanks for the reply. I am also using a Corsair mouse. Did you mean that you (re)switched the left/right settings in the windows mouse settings panel? I can't seem to find a setting like that in the iCUE software?? Am I'm missing something?
  3. Aside from the game NOT adopting the OS preferences (specifically left-handed mouse controls vs right-handed mouse controls), one of the difficulties I encountered is that when creating a maneuver node and trying to adjust the AP/PE by dragging the Prograde/Retrograde arrows, the camera view goes all wacky. It appears that drag arrow function and the camera view are both active inputs at the same time. Anyone else?
  4. In CKAN go to the Settings drop down. Click on Compatible game versions. Fill the check box for 1.11, 1.10, 1.09, 1.08, etc until the mod you want shows up . This mod will be in one of the versions 1.08 or higher. Be advised, older mods might not work with the more recent game versions, so back up your game before installing anything.
  5. For anyone coming here for a solution, I found this: https://bugs.kerbalspaceprogram.com/issues/27222 It appears to be a known bug. I followed Dunbaratu's instructions, and found my (similar) contract in my persistent file. It turned out that my roverVslId was correct, however, I noticed that the Way Point Name was listed as endWPName = Zone 9F34-S which is supposedly coordinates on Minmus. While searching for this contract I noticed that another rover contract ALSO had a Way Point Name listed as endWPName = Zone 9F34-S but THIS location was on the Mun. I figure these might possibly be related to the way contracts are being written, but the Devs will need to track that down. Bottom line, is that this is a known bug and we will have to wait for Squad to fix. In the interim, the only way to resolve is Cheat Menu, or edit your Persistent file. (SUGGESTION - If you choose to edit the file, make a backup first!! You can probably guess how I learned THAT lesson!! LOL)
  6. Sticking my big nose in here. Was it something that looked like: "KACJumpToShip" or "zKACBACKUP20210127190755" that was written to your file folder?
  7. Well, shoot! THAT'S going to be difficult to get to!!! (Maybe SN9 could do it? LOL) Anyway, thanks for the help. If I happen to find out anything else I'll post it, but it looks like I'll have to move on. Cheers!
  8. Turn on the MechJeb2 Ascent Guidance window. You can set any altitude and enable automatic circularization there. As long as you have enough fuel, you can do it in one maneuver.
  9. I've been there. I've run that mission twice. All that's needed to get the rover operational is a battery to allow Bill to extend the solar panels so that they can charge the on-board batteries. Then I've driven the rover remotely to the coordinates but the contract does not complete. So I ran it again. This time with a Command Seat so that Bill could drive the rover, thereby having a Kerbal on board the craft. Still no contract completion. The rover is not broken, it is incomplete. There are no scattered parts and everything the rover should need can be brought from Kerbin in the cargo storage container. This is what led me to the supposition that it might need a SPECIFIC part. However, outside of bringing every part in the VAB, how do I find the correct part?
  10. I haven't tried it in orbit, but I know it works while EVA on the surface of a planet/moon. It's similar to setting up a remote science station except this experiment always stays with the scientist.
  11. Hello fellow Kerbonaut's, hopefully you can help out. I took a contract for Goliath National Products to repair one of their rovers on Minmus. I got it working and drove it to the coordinates, but the contract will not complete. In re-reading the contract, I'm GUESSING that it's not enough just to get it operational, but that I ALSO need to install a very specific part? How do I "Evaluate the missing parts..." in the tracking station? What does that even mean?? Thanks.
  12. I am not sure, but it MIGHT be disabled in anything but Career. You can try doing a test. Start a second game in Career and try using it on the launch pad with a basic rocket. You can always delete that game later.
  13. KAC is an absolute life saver (quite literally with respect to Kerbalkind, LOL). Thank you for building this! Question: Is there an option to choose a different type of alarm sound? The default sound is probably my least favorite (not your fault) and I jump out of my skin every time it rings. LOL
  14. Thank you all for your replies. I'll consider this question ANSWERED. BTW During my search for answers, I found a pretty slick user created table of Science. Link is below. Be aware there is information in it that some people might consider as "spoilers"
  15. I'm currently playing Career in 1.0.5 I've built a plane to gather Science on Kerbin, and placed all the available science instruments I have on it. I've keyed all the science experiments to a custom key so that they all "run" at the same time. While flying at 250-300 meters I ran the experiments but got different locations depending on the instrument. For instance, on the Crew Report and Atmo Analysis, I get "Flying over Kerbins Grasslands" but on Mystery Goo and Materials Bay I get "While flying at Kerbin. Anybody have any idea's why this is happening? I'm missing out on Science! See ScreenShot Album, below. http://imgur.com/a/waqQU
  16. I followed your link to the Final Frontier thread. It seems that the mod download link redirects to Curse.com. (Just seems like a bad name for a website IMO) FWIW I just did a massive read on the Curse.com/SQUAD partnership and overall the community response to Curse.com seems negative. Since I'm more of a "novice weekend gamer" I've never used Curse.com but I tend avoid any site that bundles AdWare/MalWare/SpyWare with it's downloads. I guess this will require additional research on my part in order to determine if I want to add any mods to the game or just stay with the stock version. (And yes I get the irony of playing a game that simulates risk while refusing to risk new DL site because of negative reviews. Let's just call it "mitigation". LOL)
  17. Just read through that thread. Seems promising. I'll give it a try. Thanx for the suggestion. BTW do you know if it will gather data on previous missions or just logs data from the point of installation?
  18. I'm not sure how "connect" threads in the forum (or even if that can be done at the user lever) but, in the interest of networking mavens who are thinking along similar lines I've included links to other threads having to do with a "Mission Log" or a "Mission Planner" mod suggestion/request. http://forum.kerbalspaceprogram.com/threads/28096-Mission-Log-Mod?highlight=mission+log http://forum.kerbalspaceprogram.com/threads/72723-A-Mission-Log-Mod-Completely-New-to-Modding?highlight=mission+log http://forum.kerbalspaceprogram.com/threads/63104-How-do-I-view-a-successful-mission-log?highlight=mission+log http://forum.kerbalspaceprogram.com/threads/72358-Mission-Log?highlight=mission+log
  19. I'm not sure how "connect" threads in the forum (or even if that can be done at the user lever) but, in the interest of networking mavens who are thinking along similar lines I've included links to other threads having to do with a "Mission Log" or a "Mission Planner" mod suggestion/request. http://forum.kerbalspaceprogram.com/threads/28096-Mission-Log-Mod?highlight=mission+log http://forum.kerbalspaceprogram.com/threads/72723-A-Mission-Log-Mod-Completely-New-to-Modding?highlight=mission+log http://forum.kerbalspaceprogram.com/threads/63104-How-do-I-view-a-successful-mission-log?highlight=mission+log http://forum.kerbalspaceprogram.com/threads/72358-Mission-Log?highlight=mission+log
  20. I'm not sure how "connect" threads in the forum (or even if that can be done at the user lever) but, in the interest of networking mavens who are thinking along similar lines I've included links to other threads having to do with a "Mission Log" or a "Mission Planner" mod suggestion/request. http://forum.kerbalspaceprogram.com/threads/28096-Mission-Log-Mod?highlight=mission+log http://forum.kerbalspaceprogram.com/threads/72723-A-Mission-Log-Mod-Completely-New-to-Modding?highlight=mission+log http://forum.kerbalspaceprogram.com/threads/63104-How-do-I-view-a-successful-mission-log?highlight=mission+log http://forum.kerbalspaceprogram.com/threads/72358-Mission-Log?highlight=mission+log
  21. I've recently been thinking along the same lines. Due to a new job and an intensive training class for that job, I needed to step away from KSP for a projected 6 weeks. (which turned into nearly 3 months! ) Now that I'm back, I've discovered that I've lost track of what I had previously accomplished, as well as what I was immediately planning to do next. I think a great ADDITIONAL feature to this "Mission Log" suggestion would be to include a "Mission Planner" that could be accessed/edited on the fly to keep track of ideas, notes, and short/long term goals.
  22. jedensuscg, With the exception of docking (which is still difficult/impossible to me) it has been WELL worth my time to learn to 1. fly completely manually, and 2. use the early flight tools that MechJeb provides. Have you sent missions to every Kerbin Biome and done science at each location? Doing this will not only gain you science points but is a GREAT way to PLAY the game while learning points 1&2 above. Here's a couple of thing I did to help make the game more playable for me: 1. I went to http://wiki.kerbalspaceprogram.com/wiki/Key_Bindings and printed out the full Key Bindings page so that I would have ALL the controls for reference. (optional) 1. a. Since the full bindings page is rather bulky, I also printed out the one page reference. (links available at the bottom of the Key Bindings page) I use THIS paper most often for reference. 2. Using good rocket design (don't forget to asparagus stage!) I developed a standard launch package that I then saved as a sub-assembly (available in v0.23). I use this sub-assembly for all my launches so I would have predictable results. Then I SAVED a top stage/lander ship and I just customize my science package on the top stage as I gain new science items. 3. Once I had a viable launch program, I started flying missions to EVERY Biome on Kerbin. I found the Biome maps at http://wiki.kerbalspaceprogram.com/wiki/Biomes and it gave me a lot of practice using the manual controls, and as I gained MechJeb capabilities a lot of practice using the MechJeb controls. 4. I completed all the Biomes on Kerbin before going to the Mun and flying missions to those Biomes. The biggest thing I had to remember was to RECOVER my landers so that I would get all the science stored in them AND also recover my Kerbal if he happened to be on an EVA collecting a soil sample or planting a flag. I also found it helpful in recovering or terminating all my debris just to keep the clutter down. 5. Some additional links I found extremely helpful: - http://wiki.mechjeb.com/index.php?title=MechJeb_1_Manual#Translatron - Even though this is from MechJeb 1 I found it VERY helpful in learning the basic controls. - http://wiki.mechjeb.com/index.php?title=MechJeb_1_Manual#Smart_A.S.S._--_Smart_Automatic_Space_Steering - I printed out Translatron and SMART A.S.S. on opposite sides of the same paper and have it in front of me while flying missions. That paper and the Pause button have Saved My Bacon numerous times!! LOL - REMEMBER TO QUICKSAVE OFTEN!! - http://i.imgur.com/Dbz5ZDT.jpg - I used this path to get my "SC-9001 Science Jr" first. This greatly increased the amount of science points I could accrue. REMEMBER TO EVA AND SOIL SAMPLE! - http://steamcommunity.com/sharedfiles/filedetails/?id=193177293#172877 I used this map to gain MechJeb capabilities at the quickest possible rate. Then I went back and started fleshing out additional parts. - I only had to fly a couple of missions to the moon during this time, but once I was at this point I had gained enough science points to achieve the docking controls that enabled me to develop a refuel program AND be able to dock to it. This in turn allowed me to send larger missions to Mun Biomes. There may be smarter/faster steps to this point in the game but this is an Everyman/Casual approach. Hope this helps you and other viewers of this thread. If something was unclear please feel free to ask.
  23. jedensuscg, I confess, docking is the number one issue I've had with this game. If it weren't for MechJeb I would have given up trying to dock anything and been left with only destinations that I could reach with the amount of fuel I could pack into unrealistic vehicle concepts. Using v.23 has forced me to gain/learn skills far beyond my expectations but docking still eludes me. All the vids I see on YouTube seem like magic. My recommendation is to get the MechJeb plugin so you can play the game and by association learn/watch how MechJeb accomplishes the docking maneuver. This has helped me understand MORE about docking but I'm not sure I could ever do it manually.
  24. Thank you LethalDose. Nicely put! Couldn't have stated it more precisely. Flixxbeatz: Thank You for contributing content! Unfortunately, from a complete newbie standpoint, watching the sped up video without knowing what I was looking for gave me no reference on the things to watch. It was very confusing and frankly caused a bit of nausea ("space sickness" LOL). Maxwell Fern's "text wall" (quote) gives me a solid place to start and then move on to the next point in my own time. Astrophysics (even Kerbalized) are extremely difficult for me. Perhaps after I've docked a few ships the video will make more sense. Finally, Maxwell Fern: Thank you for the tutorial. I'm going to try it right now!
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