Thorbane

Members
  • Content count

    285
  • Joined

  • Last visited

Community Reputation

39 Excellent

About Thorbane

  • Rank
    Spacecraft Engineer
  1. Is there still an EPL-like ability to construct things in orbit, and if so what parts do I need and where do I click to make it work?
  2. Has anyone else tried to grapple a large asteroid while using this mod and persistent rotation? It's damn near impossible to grab a 3.8 million ton rock that's spinning at a little over 1 rpm.
  3. I put a heavy relay satellite into a polar molniya orbit. Here it is on it's insertion burn: And here it is fully deployed: This should allow full coverage of the entire Outer Planets Mod system.
  4. Keep in mind that at this size a black hole wouldn't so much suck in your ship, as much as blowtorch through it.
  5. Would it be possible to calculate and display the maximum sustainable power output of your reactors and the thrust you can produce with that power? This would allow for estimated burn times that are actually accurate.
  6. For some reason Contract Window Plus and Capcom throw a NRE and don't work properly with KSPI installed. I get this error when the utility plugin running both of them tries to load contracts when reloading a save: NullReferenceException: Object reference not set to an instance of an object at PartModuleList.Contains (Int32 classID) [0x00000] in <filename unknown>:0 at PartModuleList.Contains (System.String className) [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer.getPartTitlesFromModules (System.Collections.Generic.List`1 names) [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer.setCustomNotes () [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer..ctor (ContractParser.contractContainer Root, Contracts.ContractParameter cP, Int32 Level) [0x00000] in <filename unknown>:0 at ContractParser.contractContainer.addContractParam (Contracts.ContractParameter param, Int32 Level) [0x00000] in <filename unknown>:0 at ContractParser.contractContainer..ctor (Contracts.Contract c) [0x00000] in <filename unknown>:0 at ContractParser.contractParser+<loadContracts>d__0.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
  7. Why do nuclear reactors have to be started manually? And shouldn't this be a config option instead of being hardcoded?
  8. Why do nuclear reactors have to be started manually?
  9. Is anyone else having problems with this mod and Contract Configurator KSPIe? This happens when Contract Window tries to load contracts: [Contract Parser] Loading All Contracts... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at PartModuleList.Contains (Int32 classID) [0x00000] in <filename unknown>:0 at PartModuleList.Contains (System.String className) [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer.getPartTitlesFromModules (System.Collections.Generic.List`1 names) [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer.setCustomNotes () [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer..ctor (ContractParser.contractContainer Root, Contracts.ContractParameter cP, Int32 Level) [0x00000] in <filename unknown>:0 at ContractParser.contractContainer.addContractParam (Contracts.ContractParameter param, Int32 Level) [0x00000] in <filename unknown>:0 at ContractParser.contractContainer..ctor (Contracts.Contract c) [0x00000] in <filename unknown>:0 at ContractParser.contractParser+<loadContracts>d__0.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 Edit: Oops. It's not Contract configurator. It's KSP Interstellar Extended.
  10. @Francois424 I think it's part of the FNRadiator module.
  11. Which heat radiators? There are something like 5 different types in this mod. The folding ones should pivot, if they don't then something is wrong with your install.
  12. I found an odd bug/feature in the experimental version. It picks up the coloration of the scanner overlay.
  13. @FreeThinker I figured out the cryostat cost problem is caused by tweakscale. The base 1.25 meter tank's cost are correct (except for the D/He3 combo setup), but when you scale it up things go wonky. The root cause is probably how the cost adjusting code reacts to tweakscale. Also their surface attach point is off. Edit: And displayed radiator masses are incorrect.
  14. The base costs for the cyrostats are pretty broken, a 2.5 meter one set up for pure He3 storage costs more than 8 million, empty.
  15. Diazo, I'm pretty sure it's not a problem on your end. The other parts work fine with AGX, aside from a strange tendency to not shutdown engines if you have a timer set to do so when staged.