![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
psyper
Members-
Posts
467 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by psyper
-
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
psyper replied to Majiir's topic in KSP1 Mod Releases
I just copied the details for a similar sized object and it worked for me. I think evaPartPos is the relative location of the part on your kerbals back when they are in eva, the evaPartDir I believe is the direction its facing in the X, Y, Z axis' -
just wanted to show off my minmus mining base
psyper replied to psyper's topic in KSP1 The Spacecraft Exchange
Added two new additions to the mining operations: I built a garage with a solar panel roof! Has a winch with a docking port connected to it - just roll up a rover and then drop down the docking port and connect then dock. volia I can recharge and refuel the rover. And a solar array! Seen these in a few Mars missions IRL so I thought I'd add it in just for cosmetics. It hides a large amount of batteries which is the real reason its here so I can fully power my Kethane operations without sunlight. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
psyper replied to Majiir's topic in KSP1 Mod Releases
I'm wondering if there are any KSP model creators willing to help me (or even anyone who helped design the kethane part files themselves!) I'm creating an add-on to the kethane mod using the API and introducing water resource. I have the api side coding pretty much nailed down and are currently using copies of the kethane part files for use for the water tanks, detectors etc but as these are exact duplicates its not really in a fit state to use!! Would it be possible for someone to create a duplicate of the part files for the storage tanks and the two detectors but with blue instead of green. I amended the scan hexigons by swapping the values in the RGB between the G and the B so if its possible to do that for the green strip along around the tanks and detector then that should create the shade of blue I'm looking for before anyone says that I should do it myself I have looked at the details on what to download and how to use it and there is alot of stuff to do for pretty much a cosmetic change in the surface texture that I'm hoping it'll take 5 minutes for someone else to do for me!!! many thanks in advance. -
just wanted to show off my minmus mining base
psyper replied to psyper's topic in KSP1 The Spacecraft Exchange
Kethane isn't in the spaceport - I personally hate using it as its very 'busy' and hard to find anything on there. Best place I go to is the mods and plugins library post here on the forum: http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library Just download the mod and if memory serves me right it has a gamedata folder in the zip and you just copy and paste the contents of that in to the gamedata folder on your game folder, fire up ksp and you should see little green tiles on kerbin in the menu screen. I really need to do a youtube series along the line of scott manleys one - i was asked on reddit on a how-to to land at the same spot when i do my docking with the mining base!! -
just wanted to show off my minmus mining base
psyper replied to psyper's topic in KSP1 The Spacecraft Exchange
duplicate! -
just wanted to show off my minmus mining base
psyper replied to psyper's topic in KSP1 The Spacecraft Exchange
You'll need a satellite which has one or more detectors on it - the more detectors you have the less likely it is to skip an area of the ground when you timewarp. You bring it in to an orbit - if you're only interested in deposits around the equator bring it in to there if not try and get a polar orbit so you cover all the ground without having to change your inclination - only works for non tidally locked objects! Once you scanned a location with a lot of kethane (it will cover several hexigons but they all count as one deposit) you need to land a miner. This is mine: It has from bottom to top - two radially mounted drills on either side of a kethane tank, a kethane converter, a fuel tank and an rcs tank, and large solar arrays with a large battery - this thing takes a lot of energy so don't land when its dark (I'm getting a solar/battery array built for this complex soon). The hoeses you see are part of the KAS mod - I use that one quite a lot as it enables me to add extra parts to the base! -
just wanted to show off my minmus mining base
psyper replied to psyper's topic in KSP1 The Spacecraft Exchange
@SpacedCowboy - I'm at work at the moment so can't do screenshots but I'll do a close-up of the miner that you see in some of the photos in my first post but I'd love to do a how-to on kethane. Its quite complicated until you actually create a miner that works and then its like - well that was pretty simple. I've been working on a more complicated version as the author of the mod has created an API which enables you to customise the resources needed and how they convert in to different materials!! @kinnison - I wanted to do a permanent settlement for my kerbals - I have over 10 kerbals in space and not a single one has returned home (although I can construct a ship which can bring them back from LKO and they have vessels which can bring them to LKO from their various locations) - in my story arc kerbals always believed they belong in space to when they leave kerbin they pretty much know they are never going back - even if its to spend the rest of their lives in LKO or travelling to and from minmus with fuel!! I might do a 'where are my kerbals now' post later!! So all in all the base would be there even without the kethane mod. I'm planning a Duna base once the transfer window comes up and also have plans for a settlement on Lathe when I build up some more experience. -
Descriptions in the album. Any suggestions or questions feel free to post
-
Right Clicking does not open object.
psyper replied to Darkeldar's topic in KSP1 Gameplay Questions and Tutorials
Its not really a bug per se but just the way the game has been redesigned. Before, when you right clicked on something and then hold down right click and move the mouse it would remove the right click context - which was annoying if you wanted to transfer fuel from one end of a large station to another - you would need both tanks in view in order to do this. Now the game has been designed so that if you right click and move the mouse to rotate your view it doesn't remove the context of anything that you right clicked on. So you can right click on a part, bring up the context menu, then right click and move the view round and then alt-right click on the next tank to show that tanks context menu in order to transfer fuel. This also means that if you right click on a part and move the mouse (even just a single pixel) then it registers this as a view move and not a right click on a part. Therefore, if you have a large number of parts or a lagging computer don't hold the mouse in your hand but leave it on the desk and just lightly tap the right mouse button a couple of times while over the part - once you realise why its doing what its doing then you can eventually right click without any problems. -
the persistence file is located under saves/yoursavedgame/ Be sure to create a backup copy before you make any changes. I personally use Editplus for my editing but notepad is just as good.
-
0.23 Flower staged rocket running out of Oxidizer?
psyper replied to 2-Zons's topic in KSP1 Gameplay Questions and Tutorials
Vote to change asparagus staging to flower staging. I hate asparagus yuk -
This is the most welcome part of this update for me thanks Squad
-
Hadgard is very concerned that I'm docking his minmus buggy while refreshing this thread at the same time https://www.dropbox.com/s/15mffzcgzb016nt/Screenshot%202013-12-17%2019.48.35.png What could go wrong!
-
But if we ALL do that then no-one will post when its up lol
-
Jeb has just got word from KSC. We have the blueprints for the new lander legs and these changes can be done by a competent engineer - if none are available then Bob will do. Repairs will involve launching all landers and docking with the space station in low minmus orbit - making the upgrades and then returning them back to the surface (as a ground repair can cause significant damage). Jeb awaiting for transmission ...
-
So am I the only one who watched this: http://www.youtube.com/watch?feature=player_embedded&v=TaQTSTrbT3w And got acid flashbacks of their first mun landing..?
-
I haven't got a save file in front of me but probably the best way is to get the craft in to orbit (or even just on the launch pad) and then copy the location information from one of the remotetech saves (just the position info would need to be changed so you won't get any antenna problems) Either that or theres a mod I believe that enables you to put ships where you want them.
-
Just did a fresh install, copied my save file over and installed all the mods. Loaded it up, went to my minmus base and watched as everything went crazy - one base launched itself in to orbit along with 4 kerbals - what a heck of a ride they must've had, my kethane miner dropped to the floor drilling all the way and my storage tank tipped over. I'm guessing the new landing legs are at fault here - they appear to be down on all the bases. How do I set them in the down position in the .sfs? also would that all I'll need to do as I'm not sure why my base launched itself in the air as its legs were retracted when I saved! (or is that also the cause)
-
Thank-you - will I need to upgrade the mods too - or should I remove them all before upgrading and then add the new versions back? Or would a fresh install and move the save folder over be better?
-
When I brought and downloaded KSP it was about a month before 0.22 came out - as such I had enough time to get a lot of progression in the game and not enough time to get 'bored' and wanted new challenges such as Career Mode. I therefore, decided to stick with the older version and carry on building my space stations and moon bases. I'm now looking at 0.22 and thinking of doing a fresh install and playing in sandbox mode and was wondering if I can 'port my save game over? All of the mods I use have now upgraded to 0.22 and a fresh install of the game with my current save file would improve the game somewhat (I'm looking at you, lander legs!) Also I'm not afraid of doing some persistence file editing if it needs doing!
-
Intergalactic velocities
psyper replied to Xephirious's topic in KSP1 Gameplay Questions and Tutorials
Were you trying to go back in time to save some whales? -
Intergalactic velocities
psyper replied to Xephirious's topic in KSP1 Gameplay Questions and Tutorials
Congratulations - your kerbal is travelling at over 6 times the speed of light!! Kinstein will be turning in his grave! -
Refulling a Rocket in Space
psyper replied to Belafon's topic in KSP1 Gameplay Questions and Tutorials
Ditto on the above options. Theres also an option to create a cage from girders and i-beams - basically a box with no top - stick it on top of a rocket get it in to an intercept (youtube docking videos *cough*scott manley*cough* if you need a tutorial) and then capture the rocket in the cage and burn retrograde to push it in to a low orbit (below 60km as mentioned above) then back off from the rocket so that its out of the cage and then burn prograde to pull yourself out of the atmosphere so you don't end up having to land both at the same time. Land the stranded rocket and then switch back to your cage and land that one. If you don't have the tech or know-how to do this now the kerbal can wait - they have card games and extra snacks in the capsules to keep them busy!! -
On the Ethics of One-Way Landing Missions ...
psyper replied to LameLefty's topic in KSP1 Discussion
I've been doing it all wrong!!! I invest in the lives of my kerbals and I look after their wellbeing but I have never returned a single Kerbal back to Kerbins surface! I'm still using the non-career version of the game at the moment and I have several Kerbals in a space station in LKO, two on minmus working the Kethane mining system (one in a one-manned capsule lander and another in a fuel tanker buggy), 2 crew on their way to minmus, and I have 3 in a interplanetary transfer craft which is set to go to Jool once the transfer comes up in 22 days. Once they arrive the craft will be a spacestation there (it has two hitchikers and two solar arrays). Can I bring these guys back right now? nope I don't have a single craft in space at the moment that is able to land safely back to Kerbin. But are they stranded? If I'm able to build several such crafts, dock them with the space-station I'll be able to bring every single Kerbal back home. The two crew I'm sending to Minmus are travelling in a craft which consists of two hitch-hiker capsules and will become a permanent base on Minmus for the new crew and the two that are already there - space for 8 people for a 4 manned crew - should be ample for them to live for the foreseeable future. As Kerbals don't need food, water or air then I can't see this as them being stranded - they are still alive and doing what they signed up for - I always believe that we ask them - do you want to live on minmus with no scheduled homeward journey - or LKO - or Jool? And they sign on the dotted line. I'm sure if there is a family emergency or they change their mind my space programme control is more than willing to send out a ship to bring them back home - but so far none have wanted to. If I had the mods that require air, food and water I would make sure I set up hydroponics or a supply chain to keep them alive - even if I do a one-way mission to eve I would make sure they receive care packages form home and they'll have to sign up for a one-way mission only. -
First discovered by the Kerbal Scientific Optical Network. It orbits the sun at a 90 degree angle relative to Kerbals plane - therefore at its closest approach to Kerbal (or any other planet) it will pass over the north or south pole. It will pass close over the solar system plane but outside all of the planets SOI will pass close to the sun, moho or eve (not sure which) and will then shoot back out well past Dres/Jol slightly below the solar system plane. So its trajectory is slightly asymmetrical. - as it wont interact or collide with any other celestial body it can therefore be put on rails along with all the other planets. It will speed up as it approaches the inner planets and slow down as it travels out in to deep space (not sure if the rails model can account for this). It has a decent gravitational well maybe stronger than Mun? Cometry tail optional (something to be added when rings and clouds come in to play. It will not have a low resonance with any planets (such as 1:1 or 1:2 etc) but will have predictable close encounters with the other planets (once its orbital duration is worked out I'm pretty sure most experts here will be able to work out when it will come close to such-n-such planet for an orbital transfer). Although getting the delta-v for the comet would take a lot from Kerbal KSON's gravitational pull will help save some delta-v to get to other planets so it might be a good option to use the comet to hitch-hike to other planets - also getting a permanent base on a comet would be pretty awesome - a fuel depot in low comet orbit passing through the solar system would be pretty sweet