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Antik

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Everything posted by Antik

  1. Wah, will there be 1.25m to 1.875m and/or 1.5m adapters? Having 2.5m to 1.875m adapter already is good, but there is no direct way of "upscaling" from 1.25m to 1.875m without DLC, contares, BDB or similar mods. (it was sort of a problem with original US- it gave the hexacore without any adapters included)
  2. Yes, i got that it's a service bay for ... "cars". But i actually can't attach anything inside, not in editor nor in field via KIS. Even when hatch is open, things can still be attached only to outside, as is there were a glass panel under the hatch. Tried both in editor and with KIS, with and without angle snap; things offsetted inside became untouchable- can't right-click on em.
  3. Uuh, in terms of small batteries available under this mod, i think that they are merely the "buffer" and not the primary source of power for wheels, and it is intended to run fuel cells all the time or very, very often. Until any official explanations i'll take this feature as a way to simulate workings of internal combustion engine with some sort of flywheel-type storage.
  4. Can you clarify some things about the hatchback- is it supposed to be so you can't place anything inside, unlike in storage trunk? And if you somehow drop or move something inside, you can no longer interact with it (e.g., right-click), although geometry collision is still registered. So, is this a bug/shortthink or intended behaviour for now? And if it will be "fixed", did you consider making slightly longer version, so KIS container can be fully fitted inside? Also, is there supposed to be fuel cell in G1 Service Bay- it's currently commented-out in .cfg- or it will be/was scrapped completely?
  5. Hmm, are leaks on unloaded crafts supposed to magically stop and not proceed? Case: got a craft on orbit, fuel tank got a leak, returned to space center, warped forward for an hour, returned to craft, tank's still leaking with the same amount of fuel as before warp. Is this a feature or a bug?
  6. Speaking of central cores - will there be variants with crew passage, as in current hexa- and octocores, or it will be only tank/bulkhead variants as those already pictured?
  7. It's a "Deploy limit" slider, like on cargo bays. Even in vanilla, yes. In ModuleAnimateGeneric there is "AllowDeployLimit" line.
  8. Okay, thanks. And last one- define "expirience". It's simply the number of stars/expirience or it's actually number of flights and so on?
  9. Hm, okay. It still does not explain, why failures with smarter kerbals are less harsh, compared to that with smarter. Jeb: 4 launches, 3 sviwel shutdowns, 4 srb partial thrust losses Val: 4 launches, same vehicle, one sviwel shutdown, two stuck throttles, no srb fails. All buildings at 1lvl, exept MC- at second. Also, capsule radio and gyros break all the times, sometimes even twice.
  10. One silly question: does crew's stupidity actually affect reliability checks, especially during launch?
  11. When i installed this mod, i already had a small crewed station orbiting kerbin. It was recognised for crew contract and tourism from tourism plus, yes. But- the first launch station contract is for the mun, aaaand it was not recognised for crew rotation and all other "must have station with crew in orbit". But it was recognised for supply run, med. emergency and docked exps. Will it be recognised later, after reload or at any other event?
  12. Lighter, contain even more, more durable- that's some impressive space tech. But anyway- it's all up to modder.
  13. Also, legs do not get automaticaly added to gear action group. I spectaculary failed to find "second" docking bay- one with windows on top, like on picture in patch post. Was it even added into patch release? And yes, all 3 cargobags need rebalansing, imo. They contain more than their canisterised conterparts, but weight less.
  14. Volume limitation may be legit if there will be several sizes of workshop- maybe, in different diameters and lenghts, so workshops themthelves can be a storage space for parts, even removing requirement for external KIS storage.
  15. @Nils277 Will docking bay be available only in side-to-side version or frontal/rear versions are planned too?
  16. cck means tags for Community Category Kit, it shouldn't be changed. Yes, kanister is canister with k.
  17. Aerospace engieer student here (yea, kinda late) #3- downright nope-ish in current proportions- there is so little space for proper LFO engine, you won't have any space for combustion chamber in such position, but if at least the nozzle would stick out to throat, it would be good. #2- quite okay, but to have adequate control moments from engines they need to vector much more, than compared to #1- they are much-much closer horizontally to CoM. Also, there will be quite a bump in the floor of passage inside due to (again) combustion chambers. #1 and #4- the most legit (imo) in terms of internal arrangement and controlability- nicely spreaded out horizontally from CoM, alot of headspace for whole engine, turbopump, and even in case of #1- (small) propellant tanks.
  18. EVA-X and KIS storage wedges are missing from tech tree and editor. KIS and KAS are installed, no tech tree mods. Version- 1.3 EDIT: nwm, reinstalling US helped
  19. Okay, it seems that large recon telescope crashes the game on startup in current 1.3 version. Same log for two crashes, at part loading on compiling.
  20. @FirroSeranel Works fine for me, both for large, small and ramp.
  21. In the update you moved cfg's of life support module and canister into another folder and somehow TAC-LS don't want to cooperate with them now. It fills resoruses into crew cabin and cockpit though. Can such folderstuffing cause this? EDIT: i think- the cause of this is that now to change resource, it needs to be specifically labeled as "isTweakable = true", if part isn't using your storage templates cfg. Neither of which is true in case of said parts. Also, how to look on ASET monitor, that's behind copilot in cockpit? I simply can turn head there w\o iva viev extention mods.
  22. Holly wheels, that's a one big and avesome update, @Nils277! That's alot of stuff we can carry now. @royying nice staircar, wery clever.
  23. Again- sorry for this. Your mod is great anyway, at least just for being a great and somewhat superior alternative to stock rovers. Keep it up the way you want. Flatbeds are nice, though. Aaaaand also- IMC-2500 KIS container lacks underside/wheels attachment points, is it supposed to be so?
  24. Compared to stock Lab, it's Science Converter stats look okay, maybe scienceMultiplier can be just brought even more down, to 2 ot even 1, making mobile lab a really inefficient converter, but still- converter. IMO, having overnerfed, inefficient lab, that can crunch some data at site is anyway better than not having one at all. About exp management- removing it is fair- it's just a lab, not a classroom.
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