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About the_machemer

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  1. Sorry for the noob question, but how does one go about adding FAR's control surface/flap tweakables to other mod parts?
  2. Wow, you bothered to fire up the game just to help an idiot who wasn't reading the planner carefully Many thanks!
  3. So regardless of whats going on, does the simulator accurately reflect in game results or is it hard to say without knowing whats happening? EDIT: the reason for this behavior seems to be the nuclear engines
  4. So does the simulator calculate shielding effectiveness based on the volume/mass of the entire craft? I have a craft with max shielding but can only survive 416 days interplanetary, but when I remove the tanks and engines (accounting for 85% craft mass), the simulator says 10 years interplanetary. Is this also how it is calculated in game or is it done pod by pod? Also, are waste/waste water containers mandatory? I have yet to receive a message saying that Jeb is up to his eyeballs in poop.
  5. I have and didn't find anything, hence the post. I put it there so that juuuust maybe someone might have a useful tip for me in the future, but if not then so be it. I only just installed BDA last night after watching too many KSP combat videos so I'm not particularly attached to it.
  6. Look dude I don't need you to analyse my problem, I'm just leaving this here to see if anyone has run into something similar and has any quick tips. Considering that I'm just testing out you're mod, it'd be easier to uninstall and move on that to jump thru the hoops.
  7. Is Physics Range Extender essential or will everything still work more or less without it, maybe just with reduced missile ranges or something? I'm mainly interested in direct fire weapons and just wanna have WWII style close range dogfights, will that still work?
  8. Every time I spawn a vessel my space station breaks in two. Anyway to stop this? I'd really hate to have to uninstall BDA just cus of one thing like that.
  9. I was wondering this too. Like if it where made similar to the KerbinSide contracts where you get a menu to load everyone in with one button.
  10. All I do in KSP is fly my fleet of various airliners between KerbinSide bases and I have been waiting years for this mod. Thanks for the amazing work
  11. Thanks to you, my mod list is now fully updated. Divines bless your kind heart! May the ground you walk quake as you pass! On a side note, anyone know if RealPlume Stock Configs still works with this?
  12. Ok I think I wasn't detailed enough with my original description so here I go again . My Minmus base is at the equator, on top of a mountain, and has swiveling panels. It's designed with enough EC storage to last the long nights but only with about 15% to spare. Also the main battery pack is attached to the base via a KAS tube (not sure if relevant so I'm just putting it out there). The problem I've been having is that at high time warp the game seems to run into errors when calculating my EC consumption rate, especially when I'm not focusing on the base. Assuming it's not KAS related, I can probably fix the base by just adding a bunch more batteries since all my other crafts are fine and they have much larger EC margins. My question is whether this type of behavior is abnormal (possibly KAS related) or just some innate limitation of the game.
  13. Sometimes at high time warp my Minmus base runs out of EC due to day-night cycle even though it's fine normally. Is there anything I can do about that other than adding a ton of batteries? It currently has a pretty small margin, about 10-15% remaining by sunrise. Thanks
  14. It was originally set to 1000 which was apparently adequate. I raised it to 10000 and it didn't actually make a difference in the number of active particles and there was still no smoke. There is smoke coming from engines not touched by RealPlume, such as the Weasley and Goliath jet engines. I tried reinstalling both this mod and Smoke Screen by itself but to no avail.