Ghost13
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Everything posted by Ghost13
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Kerbol's asteroid belt, Version 0.2 Released! Perseus Fixed!
Ghost13 replied to Deadpangod3's topic in KSP1 Mod Development
Can't download the mod, is says 0 kb size of the file. Let me help with the textures work if you need. By the way is this template based on Jocker or Gilly? i.e. do we need Sentar expansion to run it? -
Is this a good first time getting to Minmus?
Ghost13 replied to Clockwork13's topic in KSP1 Discussion
Minmus is a easier target for the first landing than Mun, the only tricky thing to the new player might be it's sligly inclined orbit (You can still get the encounter even without plane ajustments but it's more difficult and you will have to spend more fuel for orbital ajustment). Landing on minmus is simple as long as you manage to kill your lateral velocity. Other huge benifit is that stock 0.23 have biomes only on Kerbin, Mun and Minmus. And due to the minmus low gravity you can have a lot of surface samples in different biomes using your EVA Jetpack or simply flying your spacecraft from spot to spot. I managed to get over 1500 science during my first mission to minmus. -
[0.23] Panda Jager Laboratories Parts Pack
Ghost13 replied to Sethnizzle's topic in KSP1 Mod Development
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Now-defunct-thread-that-should-not-appear-in-google-search.
Ghost13 replied to Cilph's topic in KSP1 Mod Releases
There is a sort of a bug that ship loose connection when part of the ship with it's own antenna and probe core decouples. The tracking stations begin to follow the decoupled lander that don't have an proper antenna to support connection. It is solvable by manually reajusting the antennas in the tracking satelites to the main ship, but it's pretty annoing especially since the decoupled ship usually have the same name and mothership untill you rename it (and you can't untill you establish a link) so it's a little bit annoying. Nothing fatal thought. It would be nice to have some alingment computer or at list the list of antennas that dish will try to establish a link if the connection with first choise satelite is lost. Anyway RT2 give much more fun to unmanned missions, I trully enjoyed my Eva probe landing mission. -
[0.24.2] Achievements 1.6.3 - Earn 136 achievements while playing
Ghost13 replied to blizzy78's topic in KSP1 Mod Releases
Ok I'll ask him to do some samples and then you'll give some feedback how it shuld be changed. I'll keep the gold texture template in mind. -
[0.24.2] Achievements 1.6.3 - Earn 136 achievements while playing
Ghost13 replied to blizzy78's topic in KSP1 Mod Releases
@blizzy78 Can you provide the list of current achivements, I have a designer friend who might do all the icons for each of them. How about make it more Steam alike in the way of sound and appearence? Also what size of the icons you would like to be made for your mod? -
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
I see, well let's hope you get more spare time to add new features and configs for RT3. EVA comms would be nice too. -
Working on the model is great, but how things are going with other functionality I would really like to see a mod that allow to add stuff to EVA kerbonut (even without any models) just as more button when click on them?
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
It is probably because RT checks for part modules and the mods adds just the core and not part. Is there any way to add some modules to the EVA? I have not found cfg for EVA in the game configs. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Ghost13 replied to Cilph's topic in KSP1 Mod Releases
Send me your adress via PM and local Pizza that accept credit cards I'll treat you with some big one This mod gave me so much fun. Not just playing but messing around and disscussion tread is so interesting. It's a really bright spot in my lonely life of scientis in Japan. Maybe some more ingame info? Via parts description and VAB building aid where you can set up your goal and it will tell what antenna you will need for comms. Or give you a warning if you forget to put omni on. As for the KCS range maybe you can get some sort of indicator to map screen that project the cone of KCS antenna range, it will remove so many qestions such as "Why I loose comms after minmus"? It also can be used to illustrate the range of other antennas. (I have no idea how hard it would be to implement). By the way will adding the MJ core to kerbal EVA (via the mod I mentined the previus post) fix the no comms issue, or is it part dependent? -
That's a great mod, can you add other modules to the Kerbal EVA such as scientific instruments?
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
http://www.reddit.com/r/KerbalSpaceProgram/comments/1rml0r/tutorial_complete_novices_guide_to_remotetech_2/ - Maybe some if this guide shuld be incorporated into the mod as help or something. It's kinda overwhelming when you start playing with the mod. I think there is a work around for Kerbals EVA having no comms. There is a small mod that adds mechjeb core to the EVA http://forum.kerbalspaceprogram.com/threads/70328-EVAMechJeb-%282014-02-20%29 If we add omni antena capability to the MJ core than kerbals also would be able to transmit science say within 500-1000 meters from the ship whcih is normal for the suit. I don't have game at my work PC to test it right away. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Ghost13 replied to Cilph's topic in KSP1 Mod Releases
It dosn't work from Japan I already tried. Some sort of PayPal restriction. I would be be happy to use some proxy person who can send money to Cilph and can accept money from Japan. The KSC antenna is omni antenna with 0.075 Gm range which is only enought to go as far as Kerbin system (1.5 times Minmus). After that no direct contact may be established between craft and KSC whatever antenna is installed on the craft since KSC antenna will be out of range. You may solve this in two ways: 1. Buid a rover with giant antenna and move it just outside the the launchpad or airstrip and set it to connect to active wessel (you will need a probe core on this thing for a relay). I belive Scott Manley use this approach I have seen such a relay in his videos. 2. RT2 intended solution progress you comsat network further and further to have full coverage. 3. Simply edit the RemoteTech_Settings.cfg and edit the line Omni = 7.5E+07 to Omni = 40000E+07 this way command center will be able to connect anywhere in the Kerbol system as long as you have proper dish pointed to KSC and there is no obstruction to signal. It will be somewhat unrealistic since there is no omni antenna with such range actually possible. I guess if the mod development will progress, It would be nice to have upgrades with command station in KCS where you can install move powerfull antenna as the game progresses. Since having such short range is also somewhat unrealistic. http://www.reddit.com/r/KerbalSpaceProgram/comments/1rml0r/tutorial_complete_novices_guide_to_remotetech_2/ - Please read thise guide it will cover all the information about usage of this mod. -
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
My workaround is to have multiple dishes in comsats with one dish set to active wessel but the rest are properly set to coresponding satelites. It is greatly increase the power requirements though. @Cilph Everyone want a new version of RT, maybe say 100 Euro can speed up the development ? I'm ok with bank wire transfer by the way. -
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
How did you come up with 6 kerbals idea anyway? It's at least two Mark 2 capsules for 3 kerbals, so it's space station or at least two ships docked together (It's kinda difficult to put two Mark 2 capsules in the single ship espeically in the first part of the game). I don't want to sound like "let's make game more simple", but 6 kerbals is a little bit too much, especially if you play with TAC life support. I think Mark 2 capsule with 3 kerbals is pretty enough as a requirement. It will smplify unmanned landing probes mission that can be done from the orbit by mothership. Look forward to the new version with this parameter is changeable. -
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
It is impossible with current version of RT2. The work around is to disable the Signaldelay in the config and to perform the ladning procedures while still in range of relay or command center dishes. @MeCripp Could you please help with the cfg that will allow local control with any probe core and with just one kerbonaut instead of large probe core and 6 kerbonauts? I have found IsRTCommandStation = true in the RemoteTech_Squad_Probes.cfg so if I add it to the every probe core it shuld work as a command station, but how to reduce the number of Kerbonauts requirements for a ship to act as command? -
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
By the way, why there is a such a short distance KSC can connect with the craft? The antenna in KSP looks pretty huge. I understant the idea is probably to make mod harder so you will have to lanch more comsats with bigger antennas, but maybe there something else behind such a short range? -
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
Thank you, it worked. I'm on PC and I just downloaded the Remote Tech 2 from Spaceport. Maybe the version is different? The config file looks slightly different. -
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
I tried to add Inland Command Center as another Station for Remote Tech, but it did not show up in the game. The cfg file is looks like this, what's I'm doing somthing wrong? I changed the last nubmer of Guid from 8 to 9. ConsumptionMultiplier = 1 RangeMultiplier = 1 ActiveVesselGuid = 35b89a0d664c43c6bec8d0840afc97b2 SpeedOfLight = 3E+08 MapFilter = Omni, Dish, Planet, Path EnableSignalDelay = True RangeModelType = Standard MultipleAntennaMultiplier = 0 ThrottleTimeWarp = True DishConnectionColor = 0.9960784,0.7019608,0.03137255,1 OmniConnectionColor = 0.5529412,0.5176471,0.4078431,1 ActiveConnectionColor = 0.6588235,1,0.01568628,1 GroundStations { STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.131331503391266 Longitude = -74.594841003418 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } } { STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc489 Name = Secondary Mission Control Latitude = 20.582931503391266 Longitude = -146.511641003418 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } } -
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
Yes, the stock game 0.23 allow you to transmit EVA reports and other collected science without boarding, as long as the ship have the comm devices. The cap is the same as if you send from capsule. But with Remote Tech Kerbonauts seems doesn't have antenna in the suit anymore. This may become a problem when you collect say two Mysyery Goo experiments and try to board with them. Since capsule can only have one experiment you will have to dump one of the resoults since you can't transmit it from EVA without boarding and and up loosing the all results. -
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
There is no comms during the EVA when I try to transmit the the EVA report or other science game says "There is no comm devices" is it a bug or feature. In the stock game you can route EVA reports and other science via main ship wihout boarding. Nice is there any way to integrate this Deep Space Network stations into the tech tree? Getting them right from the start of the game feels little bit too easy. -
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
@Cilph There is way to study the planets atmoshere and structural composition by the way signal with craft is lost (or required) while being obscured by celestial body. I think it would be nice if we can perform such an experiment using the remote tech. It might be a sepearate part or just science button on antennas. The idea is that when the first time your craft uplink get obscured by celestial body you will get some science, that is transmitable after the link was re-established this can be done once per planet. Also there is could be some scientific bonus from the craft that is far beyong Eeeloo orbit and still mantain radiocontact, (the same way sciene is still extracted from Voyager telemetry) can this be implemented as part of the RT? If it is not distracting you too much from your mod main concept development? -
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
I'll look for some other options, I'm not Japanese by the way, I'm Russian who are working in Japan, so I'll see if some of my russian accounts will do, or maybe ask some of my friends in Russia with PayPal I guess there will be no restrictions. You did a fantastic job with this project, and it's the least I can do to help. 日本語を上手ã§ã™ãÂÂã€ÂCilphã•ん。 -
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
Got it. Thank you for your time and effort. Is there any other way to support the project exempt paypal. It seems money transfer from Japan is not available. Any other option? -
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Ghost13 replied to Cilph's topic in KSP1 Mod Releases
@Cilph I tried to use kOS as separe mod and found it distracting from the game itself to properly programm the moon landing (maybe it's just me). It would be nice to see MechJeb integration with remote tech if the making own RT landing routine it too much fuss. The landing and ascend guidance become available quite late in the game tech tree so I guess it will become available around the time player would decide to send his probes to distant objects. It’s always the choice for the player to actually use it or not.