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Everything posted by Ringkeeper
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[0.90] Kerbin Shuttle Orbiter System v4.13
Ringkeeper replied to helldiver's topic in KSP1 Mod Releases
nice Idea for supply missions. But how do you dock the supply container then to the station ? -
[0.90] Kerbin Shuttle Orbiter System v4.13
Ringkeeper replied to helldiver's topic in KSP1 Mod Releases
What would parachute help in this matter? If i'm not wrong, everything that is 2.3 km away from the active vessel and on crash course with a planet gets deleted anyway. Or do they change the complete mechanic? And thanks for the super 25 . Finally i can build up my station with the Fustek parts and with a working shuttle Awsome. -
+1 But i´m happy with any updater. For forum it will be hard i guess, as the naming of threads is not similar, each mod uses messed up thread titels... I still hope there will be a spaceport 2 which works nice. Or that curse/nexxus picks up KSP....
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Ringkeeper replied to damny's topic in KSP1 Mod Development
I have toolbar because i like the idea of it. However i would vote AGAINST mandatory and only vote for optional use. Reason: The game is still only alpha. Already some really nice addons cant be used anymore as the developers decided to not play anymore/wait till final/ whatever. If the game would be final that wouldnt be much a problem, as nothing big will be changed and its unlikely that a addon breaks. But if you make Toolbar mandatory and the dev decides to drop it, not only toolbar cant be used but all the addons that depend on it. Sure, someone could overtake it (dont know which licence he uses) but will someone? And updating is also pain. Your addon now need version X but the newest is already Y which is not compatible to X ... so, cant use your addon or cant use other addon that already need Y . -
was bored today, didn't really know what to do and my transfer windows are still 40+ days away, so i started doing stupid stuff. Rocketlauncher with 3 unguided rockets:
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Help with FAR Rocket
Ringkeeper replied to Ringkeeper's topic in KSP1 Gameplay Questions and Tutorials
Well, resolved the problem anyway thanks to the help in the posts. It might be the LED flood light from the KOSMOS mod. Even i don't use the mod anymore but i keeped the light, as it is small and strong -
Help with FAR Rocket
Ringkeeper replied to Ringkeeper's topic in KSP1 Gameplay Questions and Tutorials
wow didn't thought of that many answers that fast Well, to answer the questions: - Gravity turn i didn't even start, as already at 2-3km the rocket flips - Sonic speed not reached yet, still below 200 m/s - if the top needs to be heavier, how do you send light satellites to space? Here is the craft file how its at the moment: https://www.dropbox.com/s/tgzo95q64b7hat2/MiniMusHopper.craft *EDIT*: hmm... ok.. even the "make you rocket heavier" makes logical no sense , it worked.... changed the upper stage to 2.5m with the little twin engine and the lower stage to 2.5m long tank with quadruple engine and the rocket lifted off and flew like it should. More tax money spend but oh well Thanks for the help -
Hi, i need some help because i don't get it, what i'm doing wrong. That is my rocket: http://imgur.com/3dIe8nX The payload is 3.2 tons , the upper stage 6 tons , so the rocket is not too heavy at the top. Still it tips over at around 3 km . Going up totally straight. Speed is also around 30 m/s slower then the thermal velocity . More canard didn't help. Any idea why this happens?
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The Modded Craft Repository [v0.23]
Ringkeeper replied to stupid_chris's topic in KSP1 The Spacecraft Exchange
I downloaded your plane today. Oh my god is this great. Simple, but great. As i´m not good in orbit manouvers i used all fuel and couldnt reach my station. With bigger fuel/oxidizier tanks it worked perfect. And this plane can glide! Overshot on landing by 60km to the see and was still 15km high but managed to glide all the way back. Thanks Will also try the transport versions. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Ringkeeper replied to helldiver's topic in KSP1 Mod Releases
After searching the last hours for a nice shuttle i gave this mod a try, even it says no FAR support. Loaded the KSO V-004 ship , went to launch-pad and expected a huge explosion. To my surprice, this ship flys where it should go. No problems whatever , even with FAR. Works completly flawless. UNTIL i try to seperate the red tank..... the tank seperates. But takes the whole ship with it and only seperates the cockpit away xD With staging, manually clicking on the tank -> always cockpit gets seperated. Am i doing something wrong? btw: centerline and FAR dont work.. at least not for me -
You Will Not Go To Space Today - Post your fails here!
Ringkeeper replied to Mastodon's topic in KSP1 Discussion
build today my first kinda successfull SSTO shuttle to transport kerbals to my space station. After some attempts with the B9 Sabres i replaced them with RAPIER as they are easier to use. So my plane had 4 turbojet and 2 RAPIER. Flight went perfect till 25km high, speed was above 1600, i started to shut down the first 2 turbojet to get more air for the others. Everything fine so far. Cutted the next 2 turbojet, switched the rapier to closed cycled and pulled up. And speed dropped and dropped and dropped, the RAPIER started to overheat.... and then i noticed, i put them with the WRONG SIDE on the plane. So the RAPIER where breaking all the time.... /FACEPALM -
Few questions about mods (Kethane + Infernal Robotics)
Ringkeeper replied to Tripzter's topic in KSP1 Mods Discussions
KAS/Kethane are career ready. And every mod can be career ready made if you dont mind to edit the cfg files of the parts. For the random KAS explosions , well, before you connect 2 things together (f.e. fuel lines) quicksave if something goes wrong you can reload and didnt lose anything. -
Odd... A Kerbin... No Helment.... Outside on Kerbin?
Ringkeeper replied to Nightstar's topic in KSP1 Discussion
if both wouldnt have a helmet i would say someone secretly installed the "TextureReplacer" with the no-helmet mod But like that... nice bug. -
wheels are broken in 0.23 , specialy on heavy planes. Solution was posted couple pages before: go into the config files of the wheels (Parts -> Utility_Landing_Gear_HDG) and change the line sidewaysStiffness = 2 to sidewaysStiffness = 0.01 that should fix the wobbling and the "planes moves uncontrollable on runway"
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if its only about KSP: stick with MAX! 4 GB RAM in your pc. I play KSP on 2 PCs, one with 12 GB of RAM , one with only 4GB . On both pretty much the same mods. On the 4GB pc i never had a crash. Never. On the 12 GB one i have often one if the RAM usage goes over 3.5GB ... but on the 4GB one it plain cant go that high
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Base construction - legs sink into terrain
Ringkeeper replied to Fett2oo5's topic in KSP1 Gameplay Questions and Tutorials
[quote=Fett2oo5;926500 It's just frustrating. I was wondering if anyone had a way that they deal with this. -
If you want a part directly from start, just edit the .cfg and add: TechRequired = start entryCost = 0 Thats it. Even i wouldnt use "start" , as this means you realy have them in the first node of the techtree and then you have to click on each single part to "buy" it with the "yet not implemented currency" . Therefor put them in the second one (dont know name atm) so you get them all at once when you research it.
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I wouldnt give much on this. KSP is alpha, each version will break games/crafts. So, who cares? If the game devs try not to break savegames in each version they have to spend more time on that then on developing the game xD And same goes for mod creators. For the mod: i use dev version, your "Warehouse" now even serves as sat body for the MapScanSats, as all the batteries/fuel/KAS stuff etc fits inside. And the modules even fit nice into the Shuttle Bay
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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Ringkeeper replied to UbioZur's topic in KSP1 Mod Releases
The problem is the battery. Battery always fails for me to have a strong connection to anything. I try to avoid them when ever i can. See f.e. this tanker: http://i39.tinypic.com/s1izjr.jpg (its from the modular base pack) . If you hit anything with the cupola the whole part till battery just breaks off. You can try to use this mod where all connections are way stronger. @ QuadroMan1 yes, if you take the .dll 3-4 pages back. -
is the http update service broken? I have whole day issues with scene changes , took looong time to change. I checked every mod that i updated today till i found in the log: [LOG 23:42:59.615] AddonLoader: Instantiating addon 'chatterer' from assembly 'chatterer' [ERR 23:44:02.628] You are trying to load data from a www stream which had the following error when downloading. Recv failure: Connection was reset [ERR 23:44:02.628] You are trying to load data from a www stream which had the following error when downloading. Recv failure: Connection was reset [WRN 23:44:02.658] [CHATR] dir: russian has 0 capcom clips I then deactivated the http update check and now the game is running fine.
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Instead of manuell coordinats you can also do the "trick" i use (found it some time ago in another thread): -As you cant choose something specific (if you have multiple vehicles/buildings/whatever) on the surface , take what ever the game lets you target at your landing place. -Start landing -When your ship is closer then 2.3km you mostly can choose every target at your landing place. - Target now the FLAG that you have planted on the landing spot before - MJ will change now the course to the flag. In 95% of all cases so far it landed within 1-10m of the flag. Even if MJ lands directly on the flag and the flag gets destroyed by the engines (very unlikly) , just plant a new one.
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[0.23.5]General Propulsionâ„¢ SOLD
Ringkeeper replied to Galacticruler's topic in KSP1 Mod Releases
key = 0 18 0 0 key = 70 6 0 0 The first value is at which point (here 0 so start) it should accelerate with which (here 18) force till it reach the next point (here 70) , from there on it goes on with 6 etc etc etc As far as i remember that was per physics calculation circle. Or something like that. So a high value gives you better acceleration but also flips your vehicle easier. A higher first number gives you more speed. But beware: 50m/s on the big tracks with a 100+ ton vehicle on them are not good if you try to break. You might want to start breaking then 1km before you arrive -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Ringkeeper replied to UbioZur's topic in KSP1 Mod Releases
Bugreport for 0.23 with Locu's dll: multiple Kethane tanks welded together dont work, you get 0/0 Kethane storage space. Fix: delete MODULE { name = KethaneWetMassIndicator } " except one! Edit maxAmount to the correct amount.