astroboy820
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KSP2 Release Notes
Everything posted by astroboy820
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The contract has two parts: 1) Save Cery Kerman 2) Recover Cery Kerman on Kerbin The first part of the contract was completed, and it said Cery was added to the astronaut complex. I deorbited my ship and landed on Kerbin, but Cery wasn't on it, even though I saved her. I think it's important to note that somehow she was inside of a Stayputnik. I couldn't EVA her because it said "there is no hatch to exit"... Help? Mods: Asteroid Day CRP DMagic Orbital Science KerbalGPS kOS MechJeb RealChute USI
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Patcher Won't Download Correctly
astroboy820 replied to astroboy820's topic in KSP1 Technical Support (PC, unmodded installs)
Thanks sal_vager! It finally makes sense -
Hello, Kerbinauts! I downloaded a clean version of KSP 1.0.2 last night; I saw this morning on Facebook that the new 1.0.3 version is out. I extracted the files from the clean download into a separate folder, deleted the old version and opened Launcher, where the Patcher was downloaded. I click on the Patcher to update to the new version, and it tells me: D:\Kerbal Space Program\Patcher.zip The archive is either in unknown format or damaged. I tried restarting the computer, turned off Norton and tried the download again to no avail. Is the Patcher not working? I remember when upgrading to 1.0, the Patcher didn't work at all, but at least it opened. Specs: Windows 7 x64 Norton Internet Security and AntiVirus Any help would be greatly appreciated! :D:D
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Hi NathanKell, I started a new sandbox with the intention of sending Kermen to Duna. As I did a travel run and came back into Kerbin's atmosphere, I got about 10g's of force. At what g amount do Kerbals start to die? Thanks
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Would it make sense to have bigger solid fuel boosters?
astroboy820 replied to demian_travis's topic in KSP1 Discussion
Have you tried using TweakScale? You can have the smallest SRB as 62.5 cm I believe and I want to say a max of 5 m. http://forum.kerbalspaceprogram.com/threads/80234-24-2-TweakScale-Rescale-Everything!-(v1-33-2014-07-28-20-00-UTC) -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
astroboy820 replied to TaranisElsu's topic in KSP1 Mod Releases
Upgraded to .9.0.9, it fixes the EVA problem. Thank you! -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
astroboy820 replied to TaranisElsu's topic in KSP1 Mod Releases
I updated to the .9 pre-release because I updated Modular Kolonization System and it told me that I needed to use .9. But when I go on an EVA, no food, oxygen, electricity or water goes along with the Kerbal. I've only tried this in Career: could it be that it isn't set up for Career mode? Thanks in advance -
[0.23]Bolt-On Screenshot System (BOSS) - v2.1.4
astroboy820 replied to Ted's topic in KSP1 Mod Releases
Will this work with .24? -
Interplanetary Radiation, Shielding, and Fatality
astroboy820 replied to Muchoman798's topic in KSP1 Mods Discussions
Although I've never created a mod, it doesn't seem like a very hard concept to create. It would take the actual solar system data of radiation reading and scale it to KSP specs. I think that if someone were to work at it for a bit, it would take a few hundred lines of code and it would be done. I don't know C#, but I could probably code the plugin in Java but that wouldn't help anybody... -
Maybe that's why the next version is taking more time than expected. Maybe the next version will include x64 support.
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Should China be allowed to collaborate with NASA?
astroboy820 replied to kmMango's topic in The Lounge
Science ALWAYS trumps politics. Science is meant to further what we can do, it should be country-independent endeavour. -
And Jool with two moons today! The new engines are amazing in the new update
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Thanks guys, I figured as so. I went to Eve, Duna and Ike today and I didn't see any other biomes. Thanks jalepen0 for the mod suggestion
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After the newest update, are there any new biomes on other bodies? I know the previous versions, only Kerbin, the Mun and Minimus had biomes along with other bodies with oceans (Laythe's Oceans, Laythe's land). But with the new update, do other bodies have biomes? Thanks
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The Kinner Party and Kig Krother are turning us into nineteen keighty four
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Optimal Kerbin space station location?
astroboy820 replied to Joolian42's topic in KSP1 Gameplay Questions and Tutorials
Why not build two stations? Build both in LKO, add a few Rockomax and shoot one out to Minimus -
^^ That was it! It was in too many of the original subfolders. Thanks alexustas! And congrats to the developers! A very nice mod that I will enjoy thoroughly
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Just figured out how to upload pics (thanks MeCripp and Dropbox): https://www.dropbox.com/s/cbbb8r88oekq4nx/SS_04-14-2014_22-06-45.png https://www.dropbox.com/s/ed49aoarc7f6fb1/SS_04-14-2014_22-06-48.png
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Hi, I love the pod and what I've seen so far, but I'm having trouble with the screens. I know that all the plugins are in the right places because if they weren't, they'd give me an error. In essence, all the screens are showing the plugins' file location. I'll upload some pics after I find out how
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Looks good! Definitely have to use this on a Munar base
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Yeah, that's what I was asking, but I guess this is ok too.
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I can definitely agree with you here; I think that once you get used to a Mun landing, it's gets easier to land on other moons, especially Minimus
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The tutorial was made for .22, you are running .23, a somewhat different system. The OP has to fix it for .23 in order to use it.
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The other day, I downloaded and subsequently deleted RemoteTech. I loved the concept, it truly made for a better experience in sandbox mode, but in career mode, it was a disaster. My suggestion would be to let us be able to choose what mods we load in what games. For example, on my KASA sandbox game, I would like to be able to use RemoteTech but in my FSA career game, I would like it disabled.