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psyper
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Everything posted by psyper
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This. I used to think that I knew more than average about space and science - the amount I know since playing and learning from ksp has been 10 fold what I knew before! Its a great way to learn about orbital mechanics but everyone has to start somewhere. If you feel like you need to hit someone with a stick - hit them with the stick of knowledge.
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Sr docking port not docking.
psyper replied to psyper's topic in KSP1 Gameplay Questions and Tutorials
I noticed these too so will edit those when I'm back home from work - I also saw one with disabled as the status - I changed that to ready too but that didn't make any difference I've had this before and normally I just take the sas off and wait for it to rock in to place and give it a nudge with some rcs if needed but in each case I can 'feel' the magnetics drawing the ships in to each other - but not in this case. -
You're not in kansas anymore toto! Seriously though you need to forget everything you learned from movies like Gravity - pointing at an object in space and heading towards it will cause all kinds of problems if its far away and you're both orbiting a planet like Kerbin or that mythical planet you call earth. You need to learn a bit about prograde, retrograde, radial and antiradial maneuvers to be able to intercept the orbits of other craft or to land back on the planet. Rule of thumb for that is just to keep burning retrograde (backwards) until your orbit drops below 69 km and let gravity and the drag on the atmosphere bring you the rest of the way down. To catch up with another ship you need to make your orbit lower that the target so that you are traveling faster - I tend to think of it as runners on a circular track - the inside lane will catch up with the outside lane as he has less distance to go - you're basically aiming for where he's going to be rather than where he is now. You really need to watch scott manleys videos - if anyone else hasn't you need to do that now - I'd start with his 101 basics - taking off and rendezvous videos: I believe his videos should be required watching before attempting anything on kerbal but thats just me! oh that and the 5thhorsemans ones (^^^up there) - too - his is awesome - Very much a kinda documentary on the history of kerbal space flight! and you go through all his problems and solutions with him - very good at getting a feel for the issues you'll encounter along the way. Have fun, fly safe and talkatyou later
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Sr docking port not docking.
psyper replied to psyper's topic in KSP1 Gameplay Questions and Tutorials
hmmm - checked and went through - found a lot of these ports like this on the same station - changed all of them and still having problems -
I'm constructing a large space station and it has large docking ports which connect to fuel tanks - there are 8 fuel tanks in all along with 8 docking ports on the station - There are rows of two ports which jut out of the station in 4-way symmetry - the tanks have docking ports on both ends and I have created connectors for these which are girdles with jr docking ports and solar panels. I created the girders using the original station in the vab to ensure the docking ports line up okay. Thought I'd mention above to point out I have a large number of docking ports on the station! I'm half way through putting the tanks on the station but one of the station docking ports isn't playing ball. 1) I have ensured that the docking ports are on the right way around. (the yellow handle is showing on both the tank and station ports) 2) the docking ports have been created using 4-way symmetry and its counterparts have docked with tanks okay. 3) the tanks have been created using 4-way symmetry in a separate craft and again its counter parts are working fine. now when leaving LKO I temporarily put the girders on the station ports (flat packed for transport) as the tanks will be sent to minmus separately and constructed in low minmus orbit. Now I didn't worry too much about lining the two sets of ports up so some had locked all four ports together while others didn't but they were pretty light so only getting the one connection didn't bother me too much. Once in orbit and all the bits together I started disconnecting the end girdles from the station - putting the tanks on the station and then putting the girdle back on. - first side done fine. next side one tank docks while the next one doesn't. The magnet doesn't even kick in! I get the tank lined up using the transport ship - come in at 0.10m/s - aligned perfectly - but they just bump each other and drift off. I've saved and reloaded which normally kicks undocked ports alive if they are less than a metre from each other but nothing. I've even reversed out 3 metres and come back in - nothing. Album below shows the first two pictures of the two docking ports showing that they are the right way around. 3rd picture shows the docking ports lined up and closer to 1 metre and not locking. 4th picture shows me constructing the station - the two tanks at the top of the image pointing vertically is the side I've already done - as you can see the cap is on top of it and all ports have docked perfectly. on the right you can see the cap connected directly to the station as all of them was prior to transporting to minmus and the transporter is currently moving two of the tanks in to place - I managed to get the first tank in which is currently being done in that screenshot but once that was in and I started moving the other one in to place did I have problems! EDIT: 5th image shows the tank docked with the opposite port to the docking port I was trying to dock with - these ports were all created in 4-way symmetry.- just tried to dock the transporter to the problem port and it just bounced off too. I'm suspecting its a bug in the persistence file - I created a quicksave and have been playing with that then reloading but I'm not sure what I'm looking for a which port it would be as there are a fair few in the station part!
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
psyper replied to Majiir's topic in KSP1 Mod Releases
In the kethane resource folder theres a file for kethane which will list the 'full' colour and the 'empty' colour - these are RGB values decimalised (ie 0 = 00, 1 = FF) I'm wondering if you set the empty value to the same shade of grey that would do the trick - but I suspect it'll get horrible to use as the shade of green would get progressively nearer and nearer to the grey hexs and would be difficult to see almost empty hex's to normal ones. Perhaps if we ask Majiir nicely he could amend the mod so it will have "0 = grey hex" on the map? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
psyper replied to TaranisElsu's topic in KSP1 Mod Releases
Those are awesome and i'm wondering if I can add them to the generic tanks I've made available for modders here: http://forum.kerbalspaceprogram.com/threads/71204-Psyper-Multipurpose-Tanks-Co Word on the licencing is that we are allowed to use stock parts and retexture them and squad are planning to update the EULA to this effect when they eventually get round to it. I've been using retextured stock for a while now and haven't hit a snag - even got 'official' okay in this thread: http://forum.kerbalspaceprogram.com/threads/69178-Stock-Part-licencing -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
psyper replied to Majiir's topic in KSP1 Mod Releases
MMI_Kethane.dll was used in previous versions of the mod but isn't used now - however the author had to create a zero length file because when people update the mods they just drop the new version over the top of the old one - thus it would never get deleted - making it an empty file resolve this issue but does cause errors in the logs -
Cant go wrong with a bit of mike oldfield http://www.youtube.com/watch?v=cFdfWdpkGGs Dayvan cowboy gets used quite a lot in some of the cinematic kerbal videos too And you wouldn't go far wrong looking up any songs by 'Carbon Based Lifeforms', 'Solar Fields', 'Aes Dana', 'Sync24'
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Rotate sr. Docking port in space
psyper replied to Ortix's topic in KSP1 Gameplay Questions and Tutorials
Had a similar problem with a kethane drill too - it was upside down - as I built it as a sub-assembly it was probably upside down when I built it. To solve it I opened up the saved craft file in the VAB - rotated the drill gave the craft a unique name and then launched the craft itself. Seached for the new craft in the persistance file and just copied the part settings over to the faulty craft (don't copy the entire craft unless you keep an eye out for its position, settings, fuel levels etc.) -
Cant wait Think I got the radials nailed down and possibly the orange one when I get round to pinching your textures (if thats still okay, thankyou ) - would be nice to get some different textures - perhaps tiles? If we get a selection of different styles that would be awesome
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
psyper replied to Majiir's topic in KSP1 Mod Releases
The drills look very close to the ground but if you're getting green vapour then thats not the issue - are the drills connected to a kethane tank (I cant really see in the screenshot) if so what happens when you manually move the kethane from that tank to one of the radials kethane tanks? I'm suspecting you have the yellow feed pipes on the wrong way around. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
psyper replied to TaranisElsu's topic in KSP1 Mod Releases
Time to start from scratch I suspect. Backup your save folder and if you use kerbal alarm clock your saved alarms are located in GameData\TriggerTech\PluginData\KerbalAlarmClock (not sure why). Download a completly new version of the game and all your mods - download them from scratch as they may have been updated since the last time you installed them. I would suggest installing each at a time and testing by just running the game but a complete reinstall should solve any issues. Then copy your save over and then see if that cures the issue. -
Added some radial tanks: Thanks to blackheart612 for letting me use their textures
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I cant seem to get these to work - if I only want one or two of them it stops working :/
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Apart from TAC and maybe some resources for other mods - where shall I go next? I'm open to suggestions.
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Mars Edition has been uploaded. I haven't had a chance to test this yet - probably will in the next couple of days!! But you're more than welcome to give the beta a try and feed back any issues/suggestions. This doesn't plug in to anything except the Kethane mod but you can use this in your own scenario as a type of commodity - I'm thinking that you have to return tanks of Iron back to Kerbin to pay for your space endeavours maybe?? Kethane Plus - Mars Edition 0.2 Download: Here Adds Iron Ore as a mineable resource. Iron Ore covers the following bodies 100% (mostly): Duna, Bop. Drills and Scanners are able to mine and detect Iron Ore. Adds Iron as a resource which you cannot mine. Enables Kethane's converters to convert Iron Ore to Iron. Adds additional Blackheart612 Shiny Iron Ore and Iron Tanks under the Utility category. The Mars Edition will give you the ability to find and mine Iron Ore and convert it in to Iron. You can use this in your own KSP scenario as some sort of payment to bring back to Kerbin for your space explorations.
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I think this has been talked about to death and each time it resurfaces we get in to an argument and the thread gets locked so I just want to put my 2 pence in before it does!! What if someone could create a mod for some of the L points - the stable ones (can't remember what they are) they will basically be moons, they will be on rails and orbit in their correct position between planets or in the same line as them, they will have no collision mesh or texture but will have a SOI and a gravity well which will keep any ship in orbit around it. .... actually I'm thinking now - what about a mod which puts some trojan object in - tiny moons that float in the L points but basically produce the L point gravity - the moons cause the gravity well not the other way around - to a craft there will be practically no difference?
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Sit back and watch how nasa puts together the new parts you'll be playing with when the new version comes out. http://sploid.gizmodo.com/video-how-nasa-will-assemble-and-launch-its-new-manned-1552393143 Its a shame they didn't put the claw on the top!
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Awww Well I look forward to seeing your work when it comes out - you're doing a great job and thanks for getting the ball rolling here!! if you ever want to continue your work youre more than welcome to do so and thanks again
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
psyper replied to Majiir's topic in KSP1 Mod Releases
To quote Majiir on the subject: It'll be awesome if we could. considering that the asteroids will basically be crafts there shouldn't be too much trouble to fuel them up with Kethane as if they were one gigantic kethane tank - attach a converter to a claw and run a refueling station off of an asteroid - awesome! -
What will you use the Advanced Grabbing Unit (Claw/Clamp) for?
psyper replied to SebLavK's topic in KSP1 Discussion
wonders if you could create a decent ship with two claws and grab one meteor and maneuver it to another one and link the two together... -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
psyper replied to Majiir's topic in KSP1 Mod Releases
Like 5thhorseman said but you'll get the same resource fields as the old save with the same amounts of kethane - these are created randomly so if you did scan in your new save you'll get different locations for kethane. If you mine any resources these will not be in the new save either. -
Yeah i was the same but really really needed these so thought id give it a go. Which ones are you using? And what ones would you be interested in seeing?
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Love the decals! I prefer the black hex trusses though For the iron ore ones could you put the coloured bands at the top and bottom instead of the inside , if you know what I mean! For example the first pic above the top part of the tank was swapped with the bottom so you have the band then the text then the text then the band? Apart for that they are coming along well. Love the biohazard ones but would prefer the water one the same background colour as the rest though.