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MWSin

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    Curious George
  1. For long term colonies, is there any mod that allows producing SpareParts in the field?
  2. A suggestion: Add a cfg that detects some of the more common tech tree rebalance mods and adjusts accordingly. For my own use with SETI Unmanned Before Manned, I've moved it to advFlightControl to keep it between the Mk1 and Mk1-2.
  3. Background scanning was on, but I guess I had turned off background scanning specific to Kerbin. Didn't know that was an option, so I don't know why I would have even clicked that. Been playing very little recently, and on a mostly vanilla install, so I'm having to learn how to configure mods again.
  4. Either I'm getting a bug, or I broke something, or I'm badly misunderstanding something. Have a Radar Altimeter in Kerbin orbit, altitude right around 100km. But when I start scan, it does not scan, the click box for the altimeter says "SCANSat Altitude: Kerbin: Scanning Disabled," the scanner status is solid orange, and I get no scan data..
  5. I'm only a little familiar with modding, but I'm trying to integrate this with DangIt! by adding SpareParts production to the assembly plants. Is it as simple as creating a new .cfg with: @PART[Ranger_Workshop] { MODULE { <duplicate Ranger_Workshop MaterialKits module with appropriate changes> } } @PART[Tundra_AssemblyPlant] { MODULE { <duplicate Tundra_AssemblyPlant MaterialKits module with appropriate changes> } } Any foreseeable problem with that? I think I would also need to change SpareParts in CTT to make it "pumpable" to storage elsewhere on the ship, correct?
  6. Is the resource used to make repairs switchable in any way? I wanted to combine this with UKS by adding SpareParts as a production option there, but if there is a simple "repair_resource = SpareParts" line in some DangIt! config that I just haven't found, it might be simpler to just use the MaterialKits UKS can already produce.
  7. Assuming you mean Spacedock, I can see how many followers Ferram has, but I can't for the life of me figure out how to become one.
  8. Has anything happened to break Sounding Rockets compatibility? The 100 km always-on Omni appears in the VAB part info, but I "No Connection" on the launchpad. No other mods but RT and SR. - - - Updated - - - Err, never mind. I upgraded to a newer version of Sounding Rockets that no longer have the old version's built in power supply, and hadn't realized I needed to add batteries. Everything's working the way it is supposed to.
  9. I accepted a "Test solid fuel booster while landed at Kerbin" mission. Regardless of what I tried, if FMRS was active, it always auto-reverted when I left the vessel (recover, return to space center, even following an explosion that killed Jeb was undone). Unless StageRecovery has some serious problems with leaving bits of itself behind, I can confirm this isn't a FMRS/SR conflict. I had StageRecovery earlier, but I deleted it and the save I'm using now never had it.
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