alphaxerosyx
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Everything posted by alphaxerosyx
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Firstly, for linux users, you'll need to give a button on the file browser to show hidden files, as the steam directory is hidden from view on normal mode. Secondly, some mods (Extraplanetary Launchpads https://github.com/taniwha-qf/Extraplanetary-Launchpads and Toolbar https://github.com/blizzy78/ksp_toolbar) aren't being found on github. "No releases discovered".
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[1.12] Extraplanetary Launchpads v6.99.3
alphaxerosyx replied to taniwha's topic in KSP1 Mod Releases
My eventual strategy is working... I have one last craft to send to the Mun. Started with the survey station. Next to it, I planted a tower. Linked it up. Then metal bin. Then smelter. Last part will be an ore bin with augers attached. At that point I should be production-ready. and right now I remember I also need a rocketparts bin with plenty of space lol. However, provided I don't need to actually store parts to use them (from workshop tower straight to craft), I could probably get away with building that on site. After it's all in place, I might build (on site) a slightly better version of the whole base, replacing light, travel-friendly parts with huge monstrosities better suited to staying on the ground (though hopefully mobile enough to move on to another spot when/if resources run out) -
[1.12] Extraplanetary Launchpads v6.99.3
alphaxerosyx replied to taniwha's topic in KSP1 Mod Releases
I have the beginnings of a Munar base.. Before I go any further, can I ask whether the survey station has the full capabilities of a workshop? I'm looking to start converting metal to rocket parts, and then building rockets. I don't want to bring all the stuff for that, and then find out I need a big blue workshop to be able to do anything with the metal. I'm playing career mode, so I need to be as cost effective as possible, so I need to know how much I can get away with before I start building. -
[1.12] Extraplanetary Launchpads v6.99.3
alphaxerosyx replied to taniwha's topic in KSP1 Mod Releases
My bad. I am using 4.2.3. Would help immensely if I switched to 4.3.1 (I assume). Doing that now, and will report tomorrow if it worked or not. UPDATE: success. Now only to request a feature... some form of built in notification when there's a new version (like kerbal alarm clock does) -
[1.12] Extraplanetary Launchpads v6.99.3
alphaxerosyx replied to taniwha's topic in KSP1 Mod Releases
Hi. Not sure where I'm going wrong here (or if it's even me going wrong), but I can't seem to build anything on my orbital construction dock. I have a workshop (big blue-green one), metal, rocketparts, fuel. The guys in my workshop are converting the metal into rocketparts, but when I select a craft to build in the UI, nothing happens. Image album here: http://imgur.com/a/QlB4a -
[1.12] Extraplanetary Launchpads v6.99.3
alphaxerosyx replied to taniwha's topic in KSP1 Mod Releases
I'm being annoying now, with all my questions.... But now I'm successfully mining ore, sucessfully storing ore... I have metal, I have rocket parts, I have a rocket workshop thingy (looks like a cat scratch post), a big parts workshop (looks like a submarine), pipes coming out of my eyeballs. I'd like to build a smelter on site, and since I have loads of metal (and parts), I'm thinking I should be able to build that by now. However, I'm definitely missing something, because the EL build UI doesn't appear to apply to this monstrous base. Do I need to bring up an orbital launch platform (the thing that resembles a snowflake), despite it being a surface base? -
[1.12] Extraplanetary Launchpads v6.99.3
alphaxerosyx replied to taniwha's topic in KSP1 Mod Releases
Ah ok... Will I need to totally redo Cheetah I, or is there some way I can shift them down a wee bit? I do have KAS installed, but I haven't managed to find a way to do this yet. -
[1.12] Extraplanetary Launchpads v6.99.3
alphaxerosyx replied to taniwha's topic in KSP1 Mod Releases
I've definitely gone wrong somewhere. I have a nice little base on Minmus (sort of. It's a couple of rovers tied together with pipes. Work in progress). The first rover had a rocket workshop, augers and kethane drills. The second one had a parts workshop, and empty ore can and and empty parts can. The third was a metal can and a load of pipes. I've piped the augers to the ore can, and activated the augers, got the pipes pumping, and... no ore. I am definitely sitting on an ore tile. I can see the augers aren't touching the ground, but I understand they're not animated, so that probably isn't what's wrong. I'm lost. I was hoping to start mining and building stuff (yes I know I still need a smelter), to reach the point where I can rebuild my Minmus station in place, rather than be a (getting laggy now) mess of rovers. Regarding crew: Jeb arrived on Cheetah I, Bill exploded during landing Cheetah II, leaving Jeb to EVA and salvage the (mostly) intact rover. The workshop full of Kerbals Bill was bringing with him found a bar at KSC on their way to the launchpad, and never made it (seriously I hate when a crewed vessel magically becomes uncrewed if you happen to return to VAB). Bob brought Cheetah III down right on the work site, and chatted with Jeb while they attached pipes. Back at KSC, they're quite anxious to end the Cheetah project and proceed to launch project Haven, but might be convinced to commission a Cheetah IV, if Jeb can serenade them with his best Marvin Kerman impression. EDIT: Cheetah IV is definitely a go. Building a smelter on site needs metal (Bob brought an empty can of metal and no smelter, rather than a full can of metal or an empty can and a smelter), the question is will the next poor sod need anything else? Crew for the workshop is up there in the to-do list, but I'm thinking of a functional station on barebones staff before fully staffing a non-functional one -
[1.12] Extraplanetary Launchpads v6.99.3
alphaxerosyx replied to taniwha's topic in KSP1 Mod Releases
Not sure what I'm doing wrong here. I have an orbital construction dock. I've sent up enough rocket parts to build something. But it isn't building. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
alphaxerosyx replied to damny's topic in KSP1 Mod Development
Just returning with an update. I managed to get my Multispectral scan going. I installed the Action Group Manager mod, and added the part to its own action group while in Duna orbit. Didn't need to click on it for that, because AGM has a parts list. So I have the map, and all is well. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
alphaxerosyx replied to damny's topic in KSP1 Mod Development
I have run into a small problem. Not sure how to proceed. I made a ship that i knew would 'barely' make it to Duna and get in orbit. Because I haven't been to Duna yet on this save, I decided to add SCANSat parts to it. Arrived at Duna, perfected my orbit, parked up to scan it.... I started my altimetry scans, no problem. But I can't seem to get a right click on the biome/anomaly scanner at all. I know the plugin works fine, as I've been using it for a while now. I've attached both of them to the side of a lab (I'm putting a permanent lab in Duna orbit), and whenever I mouse over the part, I am only able to select the lab itself. I have noticed this issue with this part many times before (although usually manage to get it selected by hovering over the narrow edge of the part.. not happening on this occasion), and foolishly never actually assigned it to an action group or anything. Just wondering if there's another way to start scanning. I'll happily edit config files or try something more inventive, as long as I don't end up having to revert after my fairly lucky orbit insertion.