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About Vorg

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    Sr. Spacecraft Engineer
  1. hmm, I ment to post in the MKS thread. Got the wrong one.
  2. This might be a KSP bug as it's been seen before in the past, but I made a salvager ship using the flat 2 seat 2.5m command pod. I put an engineer in it and the second tech probe core to keep it stable when kerbal is EVA. Also have the mechjeb LCD part on it. When the kerbal goes eva, the ship starts tumbling and moving back as if it had been hit. Nether the probe core or MJ is able to hold it stable. Turning on RCS, all the thrusters start firing and it just seems to make it worse. I don't know if this is a bug with this pod or it would do the same with another pod. I know that some time back when you tried do a rescue mission, when the kerbal EVA'd the pod would start spinning faster and faster. But that seemed to have been fixed awhile back. Maybe it's a bug in MKS that is also related to MKS/sounding rockets/etc., chutes acting as pushers making craft act is if coming down in a strong wind, only you can turn the craft and change the direction the craft goes. This happens with the derp escap baloon and the sounding rocket chutes as well as the radial mounted USI chutes.
  3. Don't forget what made the hindenburg fly
  4. I don't have the game up right now to give the numbers, but go into the VAB or SPH and look at the % for recycling and number of crew effected for the science lab. It's only at 50% I think, but the wiki stuff says it's something like 70%. It also only effects 4, not 5 kerbals. There was another part that was off also, but I don't recall which one right now.
  5. About that in game wikipeda, some of the stats for converters are wrong. It list the lab higher then it is and there were some other errors. I went looking for the thread for the pedia but didn't see it. Maybe scrolled down a few pages.
  6. Check roverdudes mods. He has some.
  7. KIS did an update removing direct handling of parts kerbals can carry. Now it's handled by CCK? You have to add a tag to the cfg's for the parts to show up in the tab and since some parts don't show in any other tab, they went poof in the vab, like that little power connector for surface science mode. There is a patch note about it in the KIS thread. Might be ckan updated KIS, but didn't know how to manually patch the other cfg's until mods get updated. Just one of the many reasons to dump ckan and and install the mods yourself. It's just a drag/copy folder.
  8. As far as I know, the only reason for rep is getting better contracts. So what's the point of rep without contracts?
  9. Sorry, USI-LS. I forget there is another one
  10. The fertilizer small container has nothing. It doesn't hold anything.
  11. The required chutes info in the VAB would be handy for craft that will land on other planets. Could an option be added to change what body the data is for?
  12. In the pdf viewer bring up layers and turn on "Layer 1" at the bottom of the list. Might want to turn off the other layers. I didn't know layers was a thing in pdf. Just started clicking the options on the left.
  13. Same here bad link
  14. It does that. Takes a few seconds to apply to the planet in the background. during startup.