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Everything posted by Stone Blue
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Yes, I know about KSP only being able to use 4GB...I actually have 6GB installed...But my computer has issues with lagging once I start using between 2.5-3GB under NORMAL circumstances, not even running KSP... It cant multi-task worth beans...I'm really sorry I ever bought it, and I dont think I will ever be buying an Acer ever again, even though my previous Acer was awesome. This one is a V3-771G with an i5-2450 and an NVIDIA GT630M, 6GB RAM, 1TB HDD...A real piece of garbage...Its been having overheating issues lately....I think the fan is going on it...
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Welded Thrust plates "T8-Mega Lift Systems"2.0
Stone Blue replied to Kadron's topic in KSP1 Mod Releases
EXCELLENT!! Perfect timing!!... I just spent the day, two days ago, trying to duplicate allmhuran's thrust plate from his video....Unfortunately, it was a dismal failure... I cant wait to try this mod! THANX!! -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Stone Blue replied to MacTee's topic in KSP1 Tools and Applications
YES...good point... -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Stone Blue replied to MacTee's topic in KSP1 Tools and Applications
And I also have a question...(I hate to hit you up so soon after doing so much work and releasing a new update so recently, though...lol) When I manually was deleting parts, I found it very time consuming to have to have the game open, so I could see the actual title of the part that I wanted to delete, and in another window, going through the GameData/Parts folders, folder by folder, and having to open each parts.cfg to find the matching title so I knew I had the correct part, so I could delete its folder. It was made worse by having so many mods installed, and many of the parts I couldnt remember even WHICH mod they were from!!...lol My question is, would it be difficult to modify the Parts "tab" page, in that the program could pull the title that displays in the KSP VAB/SPH, from each part.cfg, and display THAT in addition to the file path, mod name, and category?...(Incidentally, does KSPMA determine the mod source and the category of the part, from the folder structure, or is it already reading that out of the part.cfg?)...And possibly add active checkboxes on THIS page, so you could delete parts from here?.....That would make deleting parts SOOOOO much easier and quicker, instead of having to verify each and every part.cfg manually, before selecting/deselecting the proper checkbox in the ModTree in KSPMA.... And maybe also at least display the part title on the Craft "tab" page under the Parts section in the tree? Anyway, just a thought... -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Stone Blue replied to MacTee's topic in KSP1 Tools and Applications
Wow...Lots of updates in the past couple weeks. Well, over the past couple weeks, I've weeded out and manually deleted around 220 parts from all my mods, and then today went on a spree finding NEW mods to add (mods are addictive...lol) as well as finding that about half the mods I already have, have been updated recently.... Soooo, that means I'm gonna be starting with a clean install and reinstalling everything again....Looks like v.1.3.4 came along just in time... I like the UI and layout. Good Job! And I LOVE the new Parts and Crafts tabs... :thumbsup: .....Only problem is they are not working at all for me...I get errors and the program crashes soon after it starts scanning... But I'll see if its just an issue with my two current KSP installs or not when I redo them... -
List of working mods working/not working for 0.21.1
Stone Blue replied to sidfu's topic in KSP1 Mods Discussions
I also added it a couple weeks ago, and have the same issue.... -
If you are not opposed to using plugins, TAC Fuel Balancer isnt JUST for fuel...It has the ability to balance, transfer, and lock electric devices, as well as all the other consumable resources. Its just a plugin, and doesnt need any additional parts. Its quite simple and intuitive to use. I've run into emergency situations, not only with electricity, but fuel as well, and I can transfer/balance resources within a couple seconds to recover. It would be nice to see similar functionality built into the stock game. After all, real world spacecraft have this functionality built in, so its not really cheating, IMHO. I've also used it to help with docking very large ships with several layers of longitudinal fuel tanks. (ie If I have a long, 2 or three stage rocket, thats just lifted into orbit, and is mostly empty of fuel, and there is a payload of several FULL fuel tanks on top for use as orbital refueling, I can balance or transfer the fuel between all stages to adjust the center of gravity, making it easier to swing around or manouver, to get things lined up for docking....Repeatedly transferring fuel back and forth, is kind of like an additional, longitudinal, torque wheel... ) http://kerbalspaceprogram.com/tac-fuel-balancer-v1-0/
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Ahhh...ok...So the OP is definately NOT updated to current information....Seems odd for a thread that just had the OP edited YESTERDAY, AND gets regularly posted to, AND is 177 pages long... Guess I'll do without this mod.
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Holy C....!! That was QUICK!!.. :thumbsup: Thanx!!
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Gonna give this one a try, now...
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Well, I have LOTS of mods installed, and just downloaded about a dozen more, but havent installed them yet. Also, my GameData folder got really fat (2.27GB), so I trimmed it down over the past two days. I had KSP using around 2.7-2.8GB of RAM. I cut close to 600MB (around 212 parts), out of my Gamedata, (almost 240MB of it was the Squad Internals & Spaces! )...Now I'm running below the 2GB RAM mark, around 1.90GB... Yeee-aaahhh!! Too bad Windows is so fat...If I know I'm gonna be playing KSP awhile, I disconnect from my network, and shutdown my firewall and anti-virus, and about half of Windows' core processes, so i can get system RAM usage down to about 735MB vs my normal 1.3-1.4GB...So that helps a bit, as now my TOTAL RAM runs about 2.8-2.9GB while playing...
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Just tried to download this, and got a 404 on your page: www.kerbal.net/mod.php?id=29 (port 80) I saw you edited the OP today, so figured its supposed to be OK to download..??
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The way my computer lags really bad with KSP, making it impossible to edit the orbit before the physics kicks in. I've found you can open the Hyperedit window in just about ANY KSP screen, INCLUDING the VAB/SPH, and pre-edit your orbit before hitting the "Launch" button...Then when the launching screen is loading, and waiting for the physics, just click the "Land" button till you end up in orbit...
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Com Sat Network Question: Dish Orientation
Stone Blue replied to Happybone's topic in KSP1 Gameplay Questions and Tutorials
I put up 4 relaysats in geosync, and I have several different antennas on them. I use two of the flipout 50Mm dish antennas, placed symetrically on opposite sides of the sat, and each points at the sat next to it in orbit. Thats all I had to do, besides making sure all the satellites had LOS of each other around Kerbin, and that at least one had direct LOS to KSC. The signals bounce around automatically. I also equip all my ships with the 5Mm dipole omnidirectional, and the RemoteTech antenna. The signals will bounce off the ships to other ships, also, since the system automatically goes for the shortest distance between end points. I had originally put up two additional relaysats in polar orbit, but they disappeared....Turns out I dont even need them at this point. -
Geostationary Orbit Over KSC
Stone Blue replied to Happybone's topic in KSP1 Gameplay Questions and Tutorials
I'll add that yes, I have MechJeb and Engineer Redux installed, and used their info displays, but I did all the actual flying manually, so again, it CAN be done pretty easily by someone who is pretty new to KSP. -
Geostationary Orbit Over KSC
Stone Blue replied to Happybone's topic in KSP1 Gameplay Questions and Tutorials
Yeah, I've only been playing for a week or so, and I was able to get 4 satellites into geosync manually. Takes patience, but not that hard. I got one "relatively" over KSC....I couldnt get my orbit PERFECTLY circular at 2868.75....Best I can do is get a difference of around 40m between AP & PE, and 1 or 2 secs off 6hr orbital period, so my satellite has moved away from directly over KSC, but not by much. IIRC, I got the one satellite just a few degrees east of KSC, by eyeballing it. For a functioning relay system, you dont really need one to be directly over KSC....I would try to keep it 45° either side of KSC, but as long as it has a good LOS, your system will work. And I couldnt get MechJeb to perfectly circularize it either...I actually got it closer than MechJeb could do, by doing it manually...WITHOUT doing ANY math... Also, the other three are not spaced at the exact angles I wanted (ie 120° apart, with a 4th spare at 45° from the one directly over KSC), BUT I got them spaced so that every satellite has a direct LOS to the other three at all times....I figured good enough for a noob to be able to do in his 1st week of playing, especially all manually. If I were to do it again, I would have used some of those 1.00 RCS linear motors to fine tune the orbit burns....I forget which motor I had on my satellites, but I think it had a power of at least 20, and with just a split-second burst, it was too much, causing me to not get closer than the 40m between AP & PE. So it CAN be done pretty easily...just maybe not very prettily, or perfectly accurately...lol -
And if I understand correctly, KSP has a 4GB RAM ceiling...Meaning even if you HAVE more RAM, it's only able to utilize up to the 4GB.
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Hyperedit, ship in orbit, now what?
Stone Blue replied to Stone Blue's topic in KSP1 Mods Discussions
Ahhh...OK...sounds like THATs what I've been looking for....Yeah, I want to do the rendevous and docking manually...Just got tired of going through about a dozen launches, adding more and more fuel tanks so I'd have enough left at rendevous to transfer to my stranded Kerbals. Each launch seemed to be more of a failure than the last, so yeah, I'm cheating by Hyperediting past the launch phase. But I want to do the rest manually, for sure. Thanx TW1! Also, I havent been able to find even a basic explanation of the "Edit" function of Hyperedit, even after a couple hours of Googling and watching various videos...Anyone have a link to instructions? -
Hyperedit, ship in orbit, now what?
Stone Blue replied to Stone Blue's topic in KSP1 Mods Discussions
Well, I guess I need to learn how to "Edit" orbit....I somehow, with one mouse click, crashed my ship into Kerbin, and blew up Kerbin, and everything in orbit around it!! Immediately just closed the KSP window, and luckily beat the autosave, so it didnt ruin my game!! Wow! Hyperedit is DANGEROUS!!...lol -
Hyperedit, ship in orbit, now what?
Stone Blue replied to Stone Blue's topic in KSP1 Mods Discussions
I use "Land" from the launch pad. Then when its in orbit, it shows orbit speed as approx 358m/s. It does show the orbit outline, with periapsis being the center of Kerbin...I cant seem to get the ship to move, or adjust the orbit at all. I guess thats where modifying orbit would come in?...Hmmm...I'll be right back...lol -
Formula for spacing satellites?
Stone Blue replied to CheftonUTD's topic in KSP1 Gameplay Questions and Tutorials
MechJeb also shows realtime Orbital Period...Just Engineer Redux goes one decimal point more, to tenths of seconds...lol MechJeb shows basic Orbit and Vessel info, and Engineer Redux shows quite a bit more advanced Orbit and Vessel info, as well as adding Surface and Rendevous info. -
OK, so I have some Kerbals in a MKO, about 800k, that are out of fuel...I've tried several refueling/rescue missions the traditional way, but cant get enough fuel to them that way. So I used Hyperedit to get an orange Rockomax near their orbit. But now, since its completely stationary, I cant get it to rendevous with them. Burning at max thrust, it just stays in that spot. Also, since its not moving at true orbital speed, how does anything in the same orbit dock with it? Thanx!
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Being my age, (25 mos old at the Apollo 11 landing), and seeing a definite waning of interest in aerospace by my, and later generations, its nice to see that the poll numbers so far show that ages 13-22 equal ALL the other age groups together. Hopefully KSP will help inspire a new generation of American advancement in space. Which I feel we have been lacking the past decade or more.
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I cant vote twice...Can the OP figure a vote in for my 7yr old son?...I got him hooked...He likes to fly the SSTOs...In atmosphere, and not really well, though...lol