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About CommanderSmith

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  1. I've been playing stock recently (well, with Restock, but close enough), and one of my biggest gripes has been the stock landing gear. The sizes can often lead to an aircraft sitting way too low or way too high, and the placement is a little iffy. If you want the landing gear to retract into the fuselage (an aesthetic choice that I, as an aeronautical engineering student, prefer), you either need a really narrow wheel track or landing gear that's splayed outwards. The latter option not only looks pretty bad, but I think it can, or used to, lead to stability issues. I have always loved Adjustable Landing Gear for its flexibility. The options it has, with sideways-retracting gear, tweakable strut lengths, adjustable scale (which can be really nice), and the ability to align splayed wheels with the ground, just makes it absolutely essential in my opinion to make nice-looking aircraft. Should it be stock? Well... I'd say yes, just because I adore it, but it probably shouldn't be shoved in outright. Something like it, though, definitely. A few tweaks to make it seem more stock in function, though, and maybe an artistic once-over as the devs see fit, and it would fit in very well.
  2. I had a really nice nuclear-powered ship that I took out to Duna, landed a crew there and on Ike, and took them back to Kerbin. I left the ship in orbit, and later decided to take it to Eve. Went to Eve, dropped off a science package, and then entered orbit of Gilly to make a crewed landing. Then the game crashed. It had saved while I was in orbit of Gilly, but every time I went back to that ship it would crash again. That was many years ago now, and I've been trying to recapture the pride I felt in that mission ever since.
  3. Looks as though it's registering a leftwards control input. It might be an issue with a joystick that's not got its deadzones configured right (if you have a joystick), or it's a trim issue. If you hold alt+(w,a,s,d) it moves the zeroed position of that control, giving you a certain amount of trim. To fix that, hold alt+(opposite direction) until the control indicator in the bottom left sits on the zero marker.
  4. Did you remember to click the coathanger next to their names, as in Boyster's screenshot? Failing that, I'm not sure what the issue could be. I haven't got Breaking Ground yet, so can't really help beyond that.
  5. Thanks for this! It appears I downloaded KK just hours before the latest version was put up. All fixed now.
  6. I'm having a bit of trouble with this (which is a real shame, because it looks absolutely stunning). The extended space centre works fine on booting the game up, but if I go into either editor and then proceed to launch a vessel, most of the buildings disappear (as seen in the images below). Launching from the runway or launch pad directly on loading a game will keep the space centre, but if I then return to the space centre menu or the editor, it will again cause most buildings to disappear. I have not found a way to get the buildings back, except for restarting the game. Log: Images:
  7. Whether a Kerbal has their helmet on while inside a spacecraft is defined by the part's IVA configuration file. There's a line in the internal.cfg file for each seat that reads: "allowCrewHelmet = " and then either "true" or "false". It should be reasonably self-explanatory; "true" gives them a helmet, "false" removes their helmet. The problem is, this can't be changed in flight. You can state whether or not a certain part should have its crew wearing helmets, but you can't change this while you're on a mission. However, from memory, that function is provided by Texture Replacer. Admittedly, the last time I used it was several versions ago, and that feature may have been changed (it might even have been a different mod and my memory's just wrong), but it would put helmets on your Kerbals during launch, and remove them once you were in a stable orbit. Hope this helps!
  8. From memory, contracts like that usually last for years and years. If you plan it right, you can do some other missions in the meantime, grind out some tech, and then launch your satellite contract. By that point, it will hopefully be easier, because you'll have the better antennae and rockets. Don't give up hope so soon!
  9. That looks really good! I'd love to get my hands on that, and I'm sure for the time being you could just tell it to use the Shuttle IVA until you're finished (I'm not an expert with this. That might be a silly idea on my part). I'd also love that craft file; I'm very interested in how you made those wings. I've really struggled with making big wings for airliners.
  10. Silly me; of course it was 0.18. I knew 0.8 sounded wrong.
  11. I remember the old demo, the one based on 0.8, was it? Just Kerbin and the Mun, and only 1.25m parts. I played that for ages, trying to land on the Mun and make it back to Kerbin safely. Of course, having no understanding of orbital mechanics at that point, I ended up with an insanely over-engineered vehicle. I think it was 30 Hammers on the first stage, and then another stage of 27, followed by a couple of huge liquid stages. I'm so glad I got hooked on this game. It really helped me focus on what I wanted to do with my life, as well as teaching me about a whole bunch of physics. As an Aeronautical Engineering student now, I credit this game with fostering my passion for design, engineering, maths, and physics.
  12. Okay, that was weird. Turns out that the name "Reliant" appears when I open the file in GIMP, but not when I actually use the texture in-game. How interesting. Anyway, thank you so much for your help, @Capt. Hunt. I can now have my old fleet of shuttles back ready to fly again.
  13. Thank you for your help. I'm terribly sorry to be a pain, but it appears as though that's the file for the Reliant. If you can't find the blank file, don't worry about it. I'll have another search of my old files tomorrow and see if I can stumble across it.
  14. Does anyone have a copy of the blank (nameless) Super 25 texture? I want to remake my old fleet of shuttles. Thank you very much to all of you lovely people helping keep this thing alive. It is still one of the most beautiful mods for KSP, even after all this time.
  15. So there was a mod called Lights Out that did this. It turned off all of the VAB/SPH lights, made it night outside, and turned on all of your lights. I found it on SpaceDock, but it's for 1.3.1. It would probably need a touch of love and care to get it to work; that is, if it doesn't work in 1.4.X already. I haven't exactly had a chance to test it. Out Adding this as a stock feature would be nice, but what can you do?