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OldMold

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Everything posted by OldMold

  1. I can launch them manually with a pretty great gravity turn consistently. MJ starts the spin gradually oscillating, rocking side to side like it's over correcting, and it just exacerbates from there until it's just corkscrewing and barely tilting over into the g-turn.
  2. I'm seeing weird behavior on ascent guidance with some rockets where MechJeb will just put the ship into a corkscrew roll. Not sure what is contributing to this, adding/removing reaction wheels and fins seems to only marginally help - can someone point me in the right direction to troubleshoot what controls may be at play? I'm on the last dev version for 1.3.1. but I recall having similar issues with past versions, but never got to an answer. Cheers!
  3. Quick mod conflict report for what it's worth: If both ScrapYard (latest dev build) and Janitor's Closet are installed, Janitor's Closet mod+click part dialogs no longer show up. EDIT: Nevermind - after successfully reproducing this for like half an hour, it now magically works and I can no longer repro. *shrug*
  4. Have you tried Kerbal Health? Looking forward to mash these two mods + life support + construction time together for proper deep space crew missions.
  5. @Nertea Looking awesome as always! Would be nice if stations required heat management, so that sticking radiators on em was not just an aesthetic choice, but additional engineering challenge. I think you stopped work on your heat mod, and it sounds like scope creep for this mod. Did heat system modding get any easier in the latest KSP versions?
  6. Wow, your modelling/texture abilities improve with every release. Been playing with your mods for years, still not sure how you are able to top yourself every time Thank you for all the hard work!
  7. Oh happy day! Welcome back Daishi! Really looking forward to the new US parts to play with!
  8. CobaltWolf and Nertea collab? That choo choo sound is the hype train starting to leave the station! Can I humbly request a rotating hab ring or maybe a rotating pendulum/counterweight? PorkJet teased an update and then disappeared - I think both of you could surpass his earlier work easily.
  9. I tried installing just MKS and deleting (mostly) everything except the hab ring, but it wouldn't animate properly. I figured USI-Tools probably has the animation modules that RoverDude re-uses on other mods, so installing that worked and now the ring animates. However USI-Tools has a bunch of other stuff but I'm only using 1% of it. Wonder where the animation stuff lives so I can just keep that and nuke the rest to save on memory/performance/load-time
  10. Woot! Congrats RoverDude! Weird question - what is the bare minimum I need to have to *just* have the MKS hab-ring in the game? PorkJet teased us with a sweet hab ring ages ago, but has since peaced out. I'm guessing he will not be back. The game has a distinct lack of hab rings, and your is the more polished. I'd love to use it, but dont want to go whole hog with MKS at this time. I'm assuming USI-Tools, the cfg and model - but not sure what textures and other stuff I need to keep? Also not sure if there's a way to just have the animation modules from USI-Tools and nothing else.
  11. Awesome! You rock Nertea! Thanks for so much fun over the years - your mods are definitely my "must haves" for all KSP games. Do you have any plans for the station parts pack?
  12. @linuxgurugamer - A humble request to put this on your radar of wonderful mod resuscitation blessings.
  13. @magico13 Thanks for all your work over the years! KCT has become one of my must have mods, it's one of those mods that once you start using it, you cant understand how you played without it. All of a sudden, life support is so important to get right because a rescue ship may not get built in time. Timing for transfer windows actually matters. SSTOs and re-usability actually start mattering a lot (well, with the previous inventory system ). Thanks again for your contributions. I will love to become a patron once I have the means to do so.
  14. Feature request for future versions: can the healthmodule just be always on for crewed parts? It's weird that you can just turn it off.
  15. @Papa_Joe now that 1.2 is out - can you comment on whether you guys are looking to update the Adjustable Landing Gear? It is such a massive improvement over stock gear parts, it's tough to play without it Thank you for your work!!
  16. Holy wow! Porkjet pleeease add a viewport in the centrifuges. Sitting in IVA and watching the ship rotate beneath you will be so awesome
  17. 1.1 is pretty far out - development is not done yet, and besides the major game engine update (which will take 2-3 weeks to QA) there are a bunch of new features, which will take even more QA time. I'm guessing 1.1 will come sometime in october. I'm hoping Nertea can ship Heat Control for 1.0.4 because 1.1 will break a lot of mods. I plan on playing 1.0.4 for a long time while mods catch up to 1.1, and I'd really love to have Heat Control back
  18. Outstanding! Great stuff man
  19. Is K3|Chris still helping you on IVAs? His work is some high quality stuff!
  20. What is the ideal setup for long term life support with TAC? Food and water is easy, but what about oxygen? Should I be using the Elektron to convert water to hydrogen and oxygen (and would I need lots of empty hydrogen tanks?) Or use the Sabatier (and whats the optimal ratios for CO2 to Hydrogen?)
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