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About cyberpunkdreams

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    Spacecraft Engineer

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  • Location Cambridge, UK
  1. Totally agree there, although it explicitly didn't work before so maybe it's actually meant to be working now. Perhaps you need to surface attach an RT antenna to the base station or something? I've not tried it since the update yet,
  2. You can fly a second mission to the site and collect the data by hand. I've done this before and it's kinda fun -- just make a story up about the antenna failing or something. Maybe take a little rover along too.
  3. That's your problem then. The bumper is specifically designed to stop the ships from docking when it's deployed.
  4. I had this problem before. One of those things has a copy of Ven's within it for some reason. You can just remove the copy and the rest of the mod will work fine (assuming it was the same problem, of course).
  5. And do you have the bumper deployed on one or both of them?
  6. I'm very stoked for RemoteTech support! And, well, in general
  7. I play with TAC Life Support instead of Snacks, but I guess it's the same difference.
  8. I'm pretty sure that it works fine from my own game.
  9. Yes, good point about needing to use it sometimes. Note as well that the node actually moves as you get very close to it, and if the thrust is too high still, the vessel can start chasing it, which never ends until you're out of propellant. MechJeb gets around it by dropping the thrust to a very low lever as the end of the burn gets closer -- I'm pretty sure that's how it works, anyway. Lots of people have had the same problem. And yes, perfectly symmetrical mass distribution is pretty hard!
  10. It's chasing the node, basically. You can try reducing the thrust on your engines, that usually helps. I actually just MechJeb for all now and use MechJeb's manoeuvre mode execution instead, as it doesn't have this problem.
  11. Thanks. The thing with the marginal health modules not working while unfocused is the bigger problem in fact.
  12. Here you go: Both bugs I described happened during this session. My only flight was to change crews with the station, and the spike in ill health happened as I moved out of range, as described before. The configuration of the station's changed a bit over time, but it's got space for about 10 kerbals.
  13. Hehe, thanks for the advice. It'll be the grabber next time... shame the harpoon doesn't do the trick; I feel like it should from a realism/thematic point of view. I'm a way off trying to shift one of these things though...
  14. I'm sorry, I could have sworn I did! I'll try again. I'm using three health modifying parts, each of my own spec. I thought I'd got these right, but all this could just be down to my own ineptitude :s I've got one of the first and two of the second. I'm not saying these are balanced or anything, but I think they're technically correct? The marginal health bonuses definitely don't seem to work unless the vessel is focused. When it's focused, each kerbal as a different (lower) rate of change, but as soon as I switch away, they all change to an identical value.
  15. ... after a mere 700 hours or so of (heavily modded) KSP. I went with an unmanned probe loaded with DMagic Orbital Science asteroid stuff and a KAS harpoon to grab the surface... only to realise when I got there that the harpoon sticks fine but it doesn't count as grabbed as it would with a grabber. Anyone got any suggestions for how to fix this? If not, it's not a total disaster, as I got the near space science and will know for next time