-
Posts
5,100 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Stone Blue
-
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Stone Blue replied to Porkjet's topic in KSP1 Mod Releases
@gilflo Just copy the text theonegalen posted, open your favorite text editor, paste it, save it (put .cfg in place of the file extension), anywhere in Gamedata folder.... You may put it in the Atomic Age folder to keep it with the mod, or as some people do, put all their custom patches into one folder to keep track of them, even after removing the mod... It really doesnt matter WHERE you put it, as long as its in the Gamedata folder, or ANY sub-folder there-in. -
I see what you did there... ... May not be 100% of the time, once some one comes up with a weather mod for KSP, tho...lol
-
IIRC, Unity 4.2.2 is the last version for the 0.20 Part Tools, and Unity 4.3.4 is the last to use with PT 0.23.... Although, @CliftonM , IIRC, has reportedly been able to use newer versions of Unity with 0.23 with little or no trouble...???
-
More than 10 action groups?
Stone Blue replied to _Astra_'s topic in KSP1 Suggestions & Development Discussion
Hmmm... yeah... Seems like the ALT key is not keybound for anything... So maybe it wouldnt be TOO hard to add ALT+1-9,0 for 10 additional AGs...Bringing the total up to 20... ?? Myabe some could be "hard-coded" for specific things, as suggested, like solar panels, antennas, experiments... With the balance left blank for user choice just like the original 10? Hmmm... Would that be easy to make a mod to do that?... Maybe someone should go suggest that in the development forum...?? -
You could try the Kerbin-Side Ground Stations stand-alone mod... Though it DOES also require KerbalKonstructs to be installed...
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Stone Blue replied to AlphaAsh's topic in KSP1 Mod Releases
^^ LOL...Very timely!... Thanx ephesix! @AlphaAsh , what do you think of adding either a copy of that, or a direct link to that post to the OP? Pretty pleeze?!?... (Because I know "I" will be back searching for that exact post sometime soon... lol) If you dont feel comfortable doing that, I completely understand...- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Stone Blue replied to AlphaAsh's topic in KSP1 Mod Releases
There have been multiple posts asking, and lots of interest in running this mod in 1.0.5.... "I" havent even used it in 1.0.5 yet, because I havent gotten around to dealing with the extra work of installing "The Fix"... (NOT that "The Fix" is isnt totally appreciated by me... I just havent ad the time to try it yet...) And now, "The Fix" and "instructions" ar buried in several posts, all thru several pages, a few pages back somewhere... So yeah, back to the above quote, maybe someone could "condense" everything into ONE post, if it hasnt been done already?... Or maybe with all the asking, maybe its worth making its OWN thread for? EDIT: ACTUALLY, if someone could do ONE post with explanation and links, AND if @AlphaAsh is agreeable, maybe he could add a link to that one post, in the OP, until a new 1.1 update is released.... It might help keeping the thread from getting further cluttered with all the posts asking the same question over and over, and all the same replies over and over...??? Thanx!- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
Unmanned Mün landing with RemoteTech?
Stone Blue replied to ToukieToucan's topic in KSP1 Gameplay Questions and Tutorials
You can use Visual RemoteTech Planner to figure out the best sat design, orbits, number of sats, and which antennas to use, for setting up relays around ANY planetary bodies in KSP. Personally, I consider anything higher than KEO as a High Kerbin Orbit...Likewise, anything from KEO below, I consider Low Kerbin Orbit... But thats just my personal interpretation... -
[Request] Detect if a Part that is Pruned Will Affect Your Save
Stone Blue replied to Probus's topic in KSP1 Mods Discussions
is a mod manager that has a great Parts tab, and a Crafts tab... The program detects all your crafts, validates them, lists EVERY part on each craft, shows what mod each part came from (IF the mod is currently installed), and highlights parts ON the craft, that are MISSING from the game (VAB/SPH)... IIRC, in the Parts tab, it shows if a part is used on any saved craft file, and which craft it is... It also shows the part name, (the "hidden" name used in the part.cfg), as well as the part title (the name you see in the VAB/SPH).... This makes it MUCH easier to delete the correct parts... -
Unmanned Mün landing with RemoteTech?
Stone Blue replied to ToukieToucan's topic in KSP1 Gameplay Questions and Tutorials
^^ Yes, either should work... The first, however, seems overly complicated to me... (requires more dishes/parts)... Moer power generation (batteries/RTGs/Solar panels)...Thus larger and more expensive probes, landers, sats, crafts... Which means larger and more expensive launchers... The second, the way I suggested, and I think what you have as the 2nd option, is less parts, and less complicated... So, basically, based on your existing relay networks, and your suggestions, I think you are overthinking this and making it more complicated than it needs to be... Its easy for new RT users to fall into the trap, with all the new "shiny" RT parts, and the endless capabilities and possibilities that RT offers... I stick to the KISS principal in everything... KISS = Keep It Simple, Stoopid... So as far as RT goes, I try to keep it "less is more".... -
Unmanned Mün landing with RemoteTech?
Stone Blue replied to ToukieToucan's topic in KSP1 Gameplay Questions and Tutorials
Well, I could be wrong, but I imagine if you target KSC, you'll lose comms as Kerbin rotates, and KSC no longer has LoS to the Mun... Also, by targeting Kerbin, rather than KSC, or specific sats, you also cover when anything goes out of LoS... Think of targeting JUST KSC or a single, or even a set of sats, as fine tuning, or really close zooming in.... Once that target moves out of LoS, you lose comms...WHereas targeting Kerbin is like a course tuning, or zooming out... That way EVERYTHING around Kerbin, that falls in or out of the dishes cone will connect, so LoS of single targets is no longer an issue... Though, I guess targeting KSC, will also include whatever falls into the cone, even though KSC is occluded by Kerbin itself...?? I never experimented to find out... I just stick wth the seemingly easiest solution and catch-all, by targeting Kerbin... -
Unmanned Mün landing with RemoteTech?
Stone Blue replied to ToukieToucan's topic in KSP1 Gameplay Questions and Tutorials
1 Comm16, 1 DTS-M1.... Dish targeting Kerbin will work... Incidentally, this would be all you should need on a Minmus lander as well.... -
[0.90] Kerbin Shuttle Orbiter System v4.13
Stone Blue replied to helldiver's topic in KSP1 Mod Releases
Hmmm... Perhaps I ended up merging my copy of the MJ part's .zip into my copy of the Complete 4.13 .zip, just to keep it together... I've been know to do that with patches, fixes and edited/custom .cfgs.... But its a moot point, I guess, since NONE of the links in the OP work.... So thanx for hosting it and making it available again, Avalon304... I will pull my link of it down now..... -
1.2Mm is too far out for just 3 Comm16s.... The problem is, in that orbit, the LoS distance between te sats is 3.1177Mm... Well outside the Comm16 LoS range of 2.5Mm... With a 3sat Comm16 constellation, max orbit is just about 800km... (thats 2.425Mm LoS between sats)... Also, any further, and its not really worth it, because your OUTER stable range for the 16's is not much further out than the alttitude they are in...I usually keep 3 sat relays in relatively low orbits because of this... You COULD repurpose the dishes, to point at each sats' neighbor sat, and just live with the omnis picking up active vessels (also when active vessel falls within the dishes cone)... EDIT: Scratch that... You would need at least TWO dishes on the sat over KSC... Or, just move the sats back down to 800km, and put up 4 NEW sats for higher up... Here's a website that will help you immensely with this: https://ryohpops.github.io/kspRemoteTechPlanner/
-
@gilflo Yeah... You changed Kerbin's orbit around Kerbol...(the sun...) Orbit Editor seems to be for changing the orbits of PLANETARY bodies... To put a ship in orbit, you need to use the "Ship Lander" button... When I first started using HyperEdit, I did the same thing, and ended up completely blowing Kerbin to nothingness.... Knocked it right out of the game... I know, the "titling" on the buttons can be very confusing and unintuitive.... "Ship Lander" is what you want tho... It "lands" the craft in any orbit, or anywhere on any planetary surface.... "Ship Placer" might be better wording...
-
The orbital period (and possibly semi-major axis?), is really the important parameter to get as close as possible to being equal on all sats... You'll always have SOME drift on each sat, and will eventually have to fix them... How OFTEN you have to adjust, will depend on how big the differences in periods are... (7km IS quite a lot, especially in lower orbits...)
-
AWESOME way to explain this!!...I've bookmarked this thread... Thanx!!
- 69 replies
-
- 1
-
- module manager
- exampels
-
(and 1 more)
Tagged with:
-
"“Not that anyone cares what I say, but the Restaurant is on the other end of the universe.” –Marvin Godspeed on your newly begun journey, Mr. Rickman... "There's a starman waiting in the sky......" -David Bowie "I got a silver machine (Silver machine)... It flies Sideways through time It's an electric line To your Zodiac sign" - Lemmy Kilmister Perhaps you'll meet your recently departed fellow actor/musicians and countrymen at the Great Spaceport, and join them on the journey... Three great voices; Three great icons.... I can just imagine all three of you in a Cosmic Band, on tour, heading for lunch at the Restaurant...
-
[0.90] Kerbin Shuttle Orbiter System v4.13
Stone Blue replied to helldiver's topic in KSP1 Mod Releases
Well, it looks like the MJ part was dropped in recent releases...?? It was in the Complete (All Packs) package only... I have v4.09 & 4.13, and its not in the 4.13 release... The 4.09 release has a separate MechJeb2 folder outside the KSO folder... I guess I'm glad I kept the MJ part in a .zip all by itself, if its been dropped from the mod... -
[0.90] Kerbin Shuttle Orbiter System v4.13
Stone Blue replied to helldiver's topic in KSP1 Mod Releases
@cy-one I delete both stock MJ parts, and exclusively use the KSOS MJ part ONLY... -
@YANFRET Is there still a Chaka Orion Lite pack avvailable?... I cant seem to find a thread or links... ??
-
@WolfAngriff First, it doesnt really matter where the patch goes, as long as it is in /Gamedata, or a subfolder there-in... You dont have to change anything in the part.cfg... You make a NEW .cfg... You dont put anything from the part.cfg in it...It only needs to have a few lines of code, to specify MODULE changes/additions to use on the part...I only have a basic, limited understanding of Module Manager syntax, so i usually copy & paste from someone else's work... Hopefully someone with a better knowledge of MM will chime in with specifics. Out of curiosity, what "patch" did you copy? You might get help if you ask for someone to help you, or to write an RT patch for the two antennas, in the Rusty Star thread... I would think, if enough people ask, the mod author should probably supply in the mod, to make it "out-of-the-box" RT compatable...