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Kolago

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Everything posted by Kolago

  1. Simple Logistics -> Vessel must be landed! Any of the mentioned mods do not provide any advanced resource management options like TAC Fuel Balancer.
  2. I know how to dock. But if I have big vessels (hundreds of tons) it gets rather annoying to dock and it takes a long time. What I have in mind is an operation like ship to ship refueling on open sea.
  3. I consider hyperedit to change the fuel levels as cheating. In TAC fuel balancer the UI is already done and to implement transfer resources between loaded vessels is not so much work imho.
  4. Is this mod changing the aerodynamics of a vessel or is it only a visual enhancement?
  5. Flexible docking ports can only by deployed and retract when not docked. Why is that? I was hoping that I can pull a vessel in closer when docked.
  6. Feature request: can you give us action group capabilities? So we can change pump on/off or balance on/off via an action group. Maybe a way to change the pump level as well?
  7. The use of "bulkheadProfiles = pod" in j81turbojet.cfg (OPT-E Hybrid Engine Nacelle "J-81 The S3B1ZzR") is unusual. Maybe change it to a already used bulkhead value in the game. This is a part in the Legacy collection.
  8. TailCap and Empenage "bulkheadProfiles = 2" is unusual, maybe change it to "bulkheadProfiles = size2" ?
  9. Can you remove the "Interstellar FuelSwitch" hard dependency and make it soft dependency with a MM patch? Can you add a soft dependency for "Configurable Containers" with a MM patch? Thanks!
  10. Feature request: I like to transfer resources between loaded vessels (2 km). Mainly to avoid docking every time I land near of my mining vessels on a planet or to transfer resource between transport vessels and stations.
  11. Sometimes when I switch hangar extender to the view without VAB the editor get stuck. I can only revive it with the "quick goto" tool.
  12. And the Logfile: https://www.dropbox.com/s/06vj90fj75hl57z/output_log.zip?dl=0
  13. QuickSearch is not working. Just for me or does somebody else have the same problem? No erros in the log.
  14. Its the only pink OPT part. I am running with 16GB RAM and KSP 64bit. No load error in the output_log.txt for the "k_texture_2" texture or "k_3m_tricoupler" model. "Config(PART)" is ok. "PartLoader: Compiling Part" is ok. I see this problem: Load(Model): OPT/Parts/main/k_cargoRamp (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "k_cargoRamp/k_cargoRamp/ramp_base.001/ramp_extension.001/bottomCollider" (Filename: Line: 0) Load(Model): OPT/Parts/main/k_cargoRamp_variant (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "k_cargoRamp_variant/k_cargoRamp_smooth/ramp_base.001/ramp_extension.001/bottomCollider" At a closer look at the "OPT K - tri 2.5m Engine Mount", the ships side has a texture, the hull and engine side is pink.
  15. The texture for the "OPT K - tri 2.5m Engine Mount" (k_3m_tricoupler.dds ) is missing. Part is pink in the game.
  16. EPL builds by the dry mass of the craft if I remember right. Is resource or part cost really involved?
  17. I found a "cheat" to make millions using this Hangar mod and the Extraplanetary Launchpads mod. 1. Build a craft with expansive resources in it 2. Store this craft in a hangar craft 3. Build the hangar craft using Extraplanetary Launchpads 4. Release the craft out of the hangar craft 5. Enjoy your nearly free expansive resources Fixing this is only possible, I think, if the hangar itself stores all the resources of the craft and the dry craft separate.
  18. Can you make bigger more powerful Ion RCS parts? I need them for my big xenon driven ships.
  19. Thanks for the nice hubs! Feature Request: More Multinode hubs Can you build us hubs with and without crew tubs: 3 + 2 hub -> 3x 2.5m radial to 2x 2.5m 3 + 2 hub -> 3x 3.75m radial to 2x 3.75m 6 + 2 hub -> 6x 2.5m radial to 2x 3.75m 6 + 2 hub -> 6x 3.75m radial to 2x 5m 8 + 2 hub -> 8x 1.25m radial to 2x 3.75m 8 + 2 hub -> 8x 2.5m radial to 2x 5m
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