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ctbram

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Everything posted by ctbram

  1. Can someone please explain to me what this is doing? I know it is setting up an initial pitch maneuver but why the transcendental math? lock targetPitch to 88.963 - 1.03287 * alt:radar^0.409511. lock steering to heading(90, targetPitch) Clearly 90 is east and targetPitch is pitch above the horizon but I don't understand the math and cannot find an explanation (at least not in what appears to be swaheli). Can someone please break this down as though explaining it to a three year old child?
  2. I don;t know why this should be so hard as to make my head want to explode.

     

    I want to lock steering to up

    launch

    wait until reaching 50m/s

    roll 90 degrees so pitching down has my ship going east!!!

    I have googled for hours and read the docs and cannot figure out how to accomplish this SIMPLE task!!!

     

    Can you, as if describing to a three year old child, explain how I do this in kOS please?

  3. I have no option to add a hatch?????????? ksp 1.12.5.3190 What do I have to do I have to do to get the hatch to be added?
  4. It is a great mod and I have used it for years but squads inventory system conflicts and I cannot remove squads GARBAGE. I must have run the sat repair mission 30 god damn times because I could not move things between kis/kas and stock inventory or visa versa. I could not get 4 stacks of repair kits from the stock 2 inventory slots (2 slots! really squad! 2 loveing slots!) forgot to remove the parachute to make room for the repair kits. The stacks I put into the engineers inventory vanished on orbit. Because of all the loveing problems I also added the GIGANTIC storage can and then had to put a smaller stock storage can into it just to hold 3 stacks of 4 repair kits. this is like and additional 800 DV juts to carry all the loveing squad parts just to ccarry 3 stacks of repairkits. Then I spend two hours getting into a retrograde highly inclined orbit (which the contract system called trivial) and then I have no parts on my engineer, and cannot move the parts from the squad storage can to the kerbals inventory. of which he now has twoone with the lame squad two slots and one with the kis stack of 8. but you cannot move parts between them or at least after hours of frustrqtion I could not move anything. so I finally had to get up and quit and use cheat to complete the god damn contract! So I am being forced to dump kis/kas because squad crapped out their piece of excrements implementation and when out of their way to make it conflict with kis/kas to the point I have to dump the system I love and use their piece of donkey liquid
  5. I am removing kis and kas they do not play well with stock ksp inventoy.. I must have run the repair satellite mission 50 times. I would either not be able to get the repair kits from stock inventory to the engineers inventory (either one the stock one or the kis one). It was so non-intuitive and I was getting so liquided I was ready to kick my dog! So I am just removing both kas and kis which is a same because I prefer them to the stock inventory. I wish squad would have just adopted kis/kas instead of creating their own stand-up guy child version that is to complex and has insufficient storage. I mean to carry three things to orbit you have to add the storage compartment part then put a storage part inside it. And the engineer havine just two inv slots~!!!! really!!!! it just sucks ass. My dog could have written a better less limiting invientory and attachment system
  6. the part requires and engineer with 4 repair kits. I have an engineer with four loveING repair kits in his invnetory. I click repair on the part and get loveING message that I need 4 repair kits to repair the part what what what!!!! what am I doing wrong!!!! Just once I would like to complete a loveING contract after spend hours and multiple retries getting there without having to use the GOD DAMN cheat menu. Is is so loveing unreqarding to have to resort to the god damn cheat menu all the loveing time! FIX THE loveING GAME SQUAD!!!! Or give better instructions on how to do things. I had to fly to the satellite 6 loveing times because I was always missing one thing. Not enough repair kits, then no rcs so get close to the sat was a poodle. I could do it but for perfections sake I reverted and added rcs. Then I decided I'd like to use the kas telescoping vehicle grab arm and several other variations. So I finally get to the loveing part withan engineer and 4 repair kits and then clicking repait I just get a message that I need 4 repair kits!!!! Well son-of-a-poodle squad. Why not just love me with a broom sideways?
  7. Interstage not working with kerbal engineering redux. I have a 1.25 ship on top of a 1.85 booster so the little 1.25 shroud on top of a standard decoupler loks super ghetto. So I replaced the stock decoupler with the procedural interstage fairing. turned off crossfeed and enable decouple with staging. It works but kerbal engine does not see two stages just one?????
  8. I am running 1.12.2 I open the actions mode and the AGX opens and all the other modes grey out. I can set actions but I cannot switch back to say crew mode! I have to launch and then return to the vab to close the Actions tab????
  9. HebaruSan. Glad to help if I can. Will go to the site you likes and get you all I can. TY
  10. Cannot remove mod from ckan! Pulling hair out in frustration!!! I installed Advanced Fly By Wire in my 1.5.1.2335 install and it has hotkeys that are conflicting with another mod. When I try to uncheck it and apply ckan crashes! I tried manually removing the mod from the gamedata folder but when I run ckan again it magically is installed in game even though it is no long in the gamedata folder??????? and it continues to conflict with other mod hotkeys!!!! Can someone please tell me what I have to do to make this damn mod go away???? I have 93 mods installed and I am 1/2 of the way through a hardcore career game and do not want to have to start all over because I cannot get this one mod out of my game!!!!! 1. I removed the mod from the gamedata folder ... still somehow is installed when I start ckan even though it is no longer in the gamedata folder?? 2. renames the module manager cache ... still gets installed in the game 3. tried renaming ckan/jason file ... It does no longer show as installed but now all 93 of my other mods show as AD so I reverted 4. tried uninstalling and reinstalling 6 or 7 other randomly picked mods and they uninstall and reinstall just fine so it is something about just this one damn mod!!! Seriously, ready to take a sledge hammer to the damn computer I am so frustrated!!!! Seriously I am as upset at CKAN as the mod itself! Why is it so hard to manually remove a single mod from CKAN??? Why is it somehow magically still getting installed even though the damn mod is no longer even in the gamedata folder? I have blown half a day and my mind trying to get this one thing out of my game!!!! Here is the error I get trying to uncheck it from ckan ... See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ArgumentOutOfRangeException: Index and count must refer to a location within the string. Parameter name: count at System.String.Remove(Int32 startIndex, Int32 count) at CKAN.ModuleInstaller.<>c__DisplayClass34_0.<AddParentDirectories>b__1(String dir) at System.Linq.Enumerable.<SelectManyIterator>d__17`2.MoveNext() at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext() at System.Collections.Generic.HashSet`1.UnionWith(IEnumerable`1 other) at System.Collections.Generic.HashSet`1..ctor(IEnumerable`1 collection, IEqualityComparer`1 comparer) at CKAN.ModuleInstaller.AddParentDirectories(HashSet`1 directories) at CKAN.ModuleInstaller.Uninstall(String modName) at CKAN.ModuleInstaller.UninstallList(IEnumerable`1 mods) at CKAN.Main.InstallMods(Object sender, DoWorkEventArgs e) at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e) at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.7.3260.0 built by: NET472REL1LAST_C CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- ckan Assembly Version: 1.24.0.0 Win32 Version: 1.24.0 CodeBase: file:///G:/MyGames/KSP/ctbram%20ksp/ckan.exe ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.7.3221.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.7.3190.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.7.2556.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.7.2612.0 built by: NET471REL1LAST_B CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.7.3221.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.7.2556.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Transactions Assembly Version: 4.0.0.0 Win32 Version: 4.7.3221.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Transactions/v4.0_4.0.0.0__b77a5c561934e089/System.Transactions.dll ---------------------------------------- Anonymously Hosted DynamicMethods Assembly Assembly Version: 0.0.0.0 Win32 Version: 4.7.3260.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll ---------------------------------------- System.Numerics Assembly Version: 4.0.0.0 Win32 Version: 4.7.2556.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll ---------------------------------------- System.Runtime.Serialization Assembly Version: 4.0.0.0 Win32 Version: 4.7.3260.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll ---------------------------------------- System.Data Assembly Version: 4.0.0.0 Win32 Version: 4.7.3260.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.7.2556.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- Microsoft.GeneratedCode Assembly Version: 1.0.0.0 Win32 Version: 4.7.2612.0 built by: NET471REL1LAST_B CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Microsoft.CSharp Assembly Version: 4.0.0.0 Win32 Version: 4.7.2556.0 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp/v4.0_4.0.0.0__b03f5f7f11d50a3a/Microsoft.CSharp.dll ---------------------------------------- System.Dynamic Assembly Version: 4.0.0.0 Win32 Version: 4.7.2556.0 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Dynamic/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Dynamic.dll ---------------------------------------- System.EnterpriseServices Assembly Version: 4.0.0.0 Win32 Version: 4.7.2556.0 built by: NET471REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.EnterpriseServices/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.EnterpriseServices.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
  11. Have you ever wanted to change the name or type of several vessels or many after they have been launched, but hate having to switch to each one individually? Would it be possible to write a mod that allows a player to select the vessel in the tracking station and rename it and change its type without having to switch to it? I have many flights and often forget to rename ships. Switching to each one is tedious and the load times make it very time consuming and quit frankly annoying.
  12. Not sure which near future pack it is in but I put a pair of "shielded clamp-o-tron jr.'s" on two ships then went to dock with them and tried to target the shielded clamp-o-tron and I just get a message "No target selected" so now I have a ship that needs to be docked to and cannot target its docking port. (hurray). I guess I could take a regular clamp-o-tron jr up and attach it with kas but it would be nice if someone could tell me if this is a known bug? I am running 1.5.1 and have a lot of other mods that could be causing the issue but thought I'd ask here first.
  13. I could not seem to find anyone asking about ksp 1.5.1 support? The latest version seems to be for 1.4.1??? Is it compatible with 1.5.1 or is there a 1.5.1 port in the works?
  14. thanks. I need it because I have a lander that needs refueling and has no docking port. I placed two of the fuel nozzles on the refueling ship but have no way to move one over to my lander that is parked right next to the refueling ship./
  15. What about KIS? They seem to be dependent on each other. Forinstance you cannot carry anything while on EVA without putting it in your inventory. How do you attach things without the drill or wrench?
  16. I was not ranting. I get responses to my question of there being no examples of putting an inflatable ring or habitat in orbit and putting them in habitat mode and that it is very frustrating to figure it out by trial and error with no real current up to date documentation that specifically spells it out. And then I get responses like this: "It is a pretty steep learning curve, but there is a wiki:" Well the wiki is not correct or up date. A simple example of what components are needed to get a inflatable habitat and ring into orbit and operational would be far easier then telling me to figure it out by trial and error and getting really frustrated in the process don't you think? But it is not critical at this point as I have accomplished my goal of getting a station that supports 18 kerbals even with an unusable habitat and ring. It would have just been much more elegant to have been able to make the mks units work but I don't have the time or inclination to backward engineer everything through trial and error.
  17. I can inflate the inflatable habitat with an engineer on eva but I still cannot change from aggroponics to habitat and I cannot even inflate the ring or change it to habitat mode!! I started with the goal to just get 18 kerbals on orbit. I kept bringing more and more stuff up trying to get the damn ring to inflate and both to change from agrro to habitat and now I have a capacity of 45 kerbals AND I STILL do not have either the inflatable habitat or the ring in habitat mode!!! ARGH! It is really frustrating as hell. @roverdude - True there is a wiki but it does not cover ORBITAL stations and information is incorrect/obsolete forinstance the wiki tolks about 2400 material kits to turn the ring inflate on and make it a habitat but when I go on EVA it says I need 33002 material kits plus something is eating all my material kits!!!! I brought up a cartgo container with 160000 and when I came down did some things and went back up they were all GONE!
  18. Roverdude. The mks models are great but making them work as a station is maddening!!!! I started out with the objective to have a 10 man ring and an inflatable hab and a science lab plus supporting modules. I now have nearly every module I can stick on the thing to the point where if I try to add anything else the station shakes itself apart. Yet I still cannot get the inflatable hab to change from aggroponic to habitat and the ring I cannot even expand because I apparently need 32002 material kits and 2870 ec!!!! I carried 16000 material kits up to the station and the next time I went up to the station all the material kits were gone? I can't figure out how the hell anyone is supposed to be able to make a station it is nearly impossible to get all the material kits up there and then when I do they all just mysteriously disappear!!! Is there a frigging manual or examples or a Doctoral program at MIT for learning how to use this damn mod?
  19. Completely lost! Documentation is all out of date! Need help. I just want to create a simple space station to use as a training academy supporting 15 kerbals plus three instructors. Right from the start I am totally confused and frustrated! I have at least three modules named "Habitat" and every stinking one when I open it is configured as "Greenhouse" and the configuration buttons for every stinking one say [Greenhouse]=>[Greenhouse]!!!! I am ready to take a brick to my computer because I have spent hours and I cant even get a single habitat working!!!!
  20. I installed the 1.3 version from https://github.com/rsparkyc/ProceduralFairings/releases and it removed the stock 2.5 and 3.75 shrouds from the game killing a bunch of my ships!!!! It is true I do not like the stock shrouds but I do not want them purged from the game!!! now I am screwed. If I remove the procedural fairing mod I kill 4 ships currently in space. If I do not I kill 10 ship builds from the vab! Disregard the above message guys I sorted it out. For anyone else not wanting to remove the stock fairings All I did was rename the stock.cfg to stock.xxx. This is where the stock fairings get removed and replaced.
  21. So is this the current home of Procedural Fairings mod? I tested the version at https://github.com/rsparkyc/ProceduralFairings/releases last night very quickly and it seems to be working for 1.4.1.xxxx. I'll do more extensive testing over the next couple nights. I really hope and prey that this mod is kept current as I truly despise the big chunky ugly stock fairings. Regards, Rick M.
  22. Can someone please explain what all the RT options are for and what they do and how to use them? It is making me crazy not knowing??? There is show remotech and bypass remotech and disable remotech and for the bloody life of me I cannot figure out what they do or how to use them???
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