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Alpha188

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    Bottle Rocketeer

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  1. Thank you for the reply. I loaded up the same savegame (no new mods) to reproduce the issue and recover the logs, but... the issue is no more. It seems to have fixed it by itself, I am note sure why. @Krydax maybe it is also fixed for you? I think you should check. If you'd still like the logs I can upload them anyway. Thank you again
  2. Hello, I finally got back to playing KSP after a while and reinstalled this must have mod. Thanks for still supporting this great mod. I made a new install on KSP 1.12 and used CKAN to install SCANSAT and ScienceAlert. However, in the advanced options menu the SCANSAT integration option is red and if pressed prompts "you must install SCANSAT". SCANSAT is installed and working (i have all the buttons on the toolbar). Are there some patches not available on CKAN that I should manually install to enable the integration? I am running SCANSAT v20.4 and ScienceAlert v1.9.9.2. If I should post logs or anything else please let me know. Thank you again.
  3. OMG! Great idea! It sounds really good to me +1 for this to be implemented!
  4. Max 1 mission to the Mun and Minmus, so I must got o other planets to harvest science and my tech tree isn't unlocked even for half. It's much more fun (and hard) to go to other planets with crappy technology!
  5. Why not focus the view when you click on the "control from here" button? This way you can focus the view all around our vessel, you have just to place some command pods where you want to focus. Also, this will use an already implemented feature and so won't be hard to put in the game (at least I think so).
  6. Great mod! But I was wondering, is there a way to show how much the supplies will last, also considering some modules like the Nom-O-Matic? I mean, if I have only 100 supplies but 1000 fertilizer and an operating Nom-O-Matic 5000 it will say that I have just a few days wort of life support, because it doesn't consider that the mulch is getting converted back into supplies. If this feature is not implemented yet, is it planned for the next future? Thanks in advance
  7. Sorry for the edit, but it looks like 4 airbrakes are about right.
  8. I think you should just add some airbrakes. They are incredibly powerful, and they will lower your speed until you can deploy parachutes. I'm going to test it right now, but I think 4 airbrakes will do the trick. EDIT: did some tests, turns out that with 4 airbrakes you need to burn for about 50 m/s. You can burn even less, but your landing speed will be about 27 m/s. The lander had almost full fuel load, so you won't go faster.
  9. I am almost sure that you already can focus view on Kerbin: just double-click on it.
  10. Today, I learned that switching between splashed down vessels may cause some minor issues. Huh. If I can read numbers correctly, its 1/30 the speed of light. Impressive, isn't it?
  11. I'll check that soon, but the antenna isn't actually extended when it blows up. So I'm pretty sure it's a RT2 bug.
  12. Anyone having trouble with fairings not shielding and so RT2 antennas blow up even when stored in a fairing? It happens only in one of my rockets, I don't know if it's PF or RT2 bug.
  13. Really cool mod, but I have 2 main issues. First of all, setting won't save after closing the game. Secondly, keep pointing at really far planets (anything but Eve, Duna and Dres actually) is almost impossible. Any tips?
  14. Suggestion time: I think it behaves like an engine and not a tank, but is texture-switching for the Twin-Boar doable? Please!
  15. AFAIK, even if a vessel has the PE inside of the atmosphere it won't aerobrake unless it's in the physics range of another vessel or it's the focused vessel. So, if you are further away than 22.5 km from the vessel, it won't aerobrake and his orbit will be on-rails. That's not a bug at all! Hope it helps, Greetings
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