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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. I haven't tried resource extraction, but there's maps in the folder with all the resources on (GameData\WarpPlugin\PlanetResourceData). I'd imagine that KSPI wouldn't need another mod for that, it'd seem a bit silly to. Correct, you'd need hydrogen, but this can be electrolysed from the water. I don't know if the end product is the same as liquid fuel though - I haven't actually taken any refineries anywhere. I don't want to get far away from Kerbin and find that I forgot a certain critical piece. Yes, I know I can send it out and everything but given launch windows and my apparent knack for missing them entirely (thanks, KAC....), I'd be spending more time setting the damn things up rather than using them. I want to send it out and have it work first time. As for how I know despite not doing it, well, there's a wiki for a reason
  2. It's fairly easy to do, all pages are stored in GameData\JSI\RasterPropMonitor\Example\ExampleMFD. Edit as you want them (I did, made the navball slightly higher contrast so it's not blue on blue on blue). Be warned though, you might break some of the displays if you edit them as they pull info from the actual game (like the resources panel - it pulls and displays info from that, so there's not much to edit). I'd back them up beforehand, just in case. What were you thinking of editing, out of curiosity?
  3. Yes, the Sabatier Process produces Lqd Methane which is only used by that engine (Deinonychus 1D). To make liquid fuel and oxidiser, you need to electrolyse water. On Duna, water is concentrated at the poles. Not sure about your first problem though :/
  4. Ah, my mistake - I didn't miss it, I misread it. Thought you were on about the deployable radiators, not the panels. You're right, I'm wrong
  5. Nope, I just checked - the first solar panels, the OX-STAT ones (very basic ones) are unlocked in Electrics, the first radiators (inline atmo and the non-deployable radial ones) are unlocked in the immediately next node, Advanced Electrics.
  6. Regarding symmetry lag, I started up a new sandbox and there was no bug. I'd report on a new career save too, but it'll take me a while to get to the radiators. Talking of which, their placement didn't make sense to me - in the order of unlocking things, you get solar panels that generate waste heat, but no radiators to dissipate said heat. I just think it's a bit odd that you have have no radiators in the same node as solar panels.
  7. I haven't checked sandbox yet, but yes, it happens in career. I'll check sandbox when I get home tonight.
  8. Don't forget a couple of RTGs to power the MJ box as the 5 units of charge it contains might not get you at a safe enough distance to burn.
  9. That's a good point. I was just saying it's possible to do but yeah, without a ridiculous amount of fuel and efficient engines (or infinite fuel....), it's going to be pretty hard.
  10. From the wiki: It's entirely possible to send a big solar satellite to low Koerbol orbit and, given enough radiators, any generator attached will send out power (obviously, you'll need a transceiver as well..) Might be helpful to test in in Kerbin orbit first, make sure it all works.
  11. For what it's worth, I much prefer the new way of adding stuff to containers. As annoying as more mouse movement is (it's not, at least not for me. How many containers are you having where literally 2 extra clicks adds so much to your build time?), it's far less annoying than going to try and move the camera, accidentally hitting one of the boxes, then having the huge window come up. No, I prefer the new way. Also, little request - could the window be a little smaller? I didn't even know there was a 'close' button on it until a week ago because it was always hidden off the bottom of my screen because the window's so large.
  12. Sorry if you keep getting pestered with this, but is there a 2.5m version in the works? I don't tend to use the small docking ports and the docking cam and light aren't terribly useful for the large ports. Just increasing the base and top to 2.5 and sizing up the body a bit to match (but not so it can't fit into a 3.75 fairing) would be all that's needed, I think.. See, the stock 2 man lander can may be ugly, heavy and whatever, but they are 2.5m
  13. Ah fair enough. I still love it anyway, helps with immersion and realism, even if it is all just numbers. As I type this, I have an ALCOR cabin on the way to the Mun and it's so wonderful.. I can pretty much do everything from IVA here.. you did fantastic job on this!
  14. Quick question: Am I right in thinking that the cabin temperature/humidity and suit fans, main vents, all the stuff above the autopilot on the right.. is that all for TAC Life Support or something? I flipped all the switches and press buttons, but it didn't seem to do anything. But otherwise, I'm loving this. I like the internal lights too, might be nice if they were visible from outside (similar to B9's cockpit lights). Oh and I love the fact it's also a KAS container too. I had a craft in orbit I wanted on the ground but it had no engines or parachutes. Send this nifty little thing up filled with chutes in the cockpit and not plastered all over the side. Very neat addition, I think.
  15. So I downloaded this on a whim because I too was annoyed at the imbalance of the MK2 lander can and.. Wow. Sweet baby Jee.... I love this mod...
  16. Very nice! I like the stock look to the textures. I've been using B9's Mk2 stuff but it looks a bit weird with stock parts but these fit nicely! Like it a lot!
  17. Me too... FWIW, I removed the SPH and editor sections like you said and that fixed it, so yeah, it's working now. Thanks again.
  18. toolbar-settings.dat is as follows: toolbars { SPACECENTER { toolbar { x = 351 y = 167 width = 84 height = 38 autoHide = False drawBorder = False useKSPSkin = False buttonOrder = visibleButtons = KerbalAlarmClock.btnToolbarIcon,Kethane.toggle } } EDITOR { toolbar { x = 272 y = 0 width = 250 height = 38 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = KER.engineerButton,sirkut.IREditorButton } } SPH { toolbar { x = 276 y = -3 width = 250 height = 38 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = sirkut.IREditorButton,KER.engineerButton } } FLIGHT { toolbar { x = 127 y = -3 width = 216 height = 38 autoHide = True drawBorder = False useKSPSkin = False buttonOrder = visibleButtons = Kethane.toggle,KerbalAlarmClock.btnToolbarIcon,KER.engineerButton,sirkut.IREditorButton,ferram4.FAREditorButton } } TRACKSTATION { toolbar { x = 513 y = -3 width = 250 height = 38 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = KerbalAlarmClock.btnToolbarIcon,Kethane.toggle } } MAINMENU { } } Thank you for helping me
  19. Hi, I think I either found a bug or I'm being stupid. I downloaded the 1.6.0 update, went to the VAB and the toolbar disappeared. I usually have it in the top left, in the gap in the toolbar but it's nowhere to be found. It appears in the tracking station and I can turn on/off KAC and Kethane etc, but I go to the VAB and SPH as well, and it's gone. And I can't make anything thanks to the FAR window being in the way, which I can't get rid of because I can't turn on the FAR button to remove it.. Anyone got any ideas? Using a fair amount of mods, but it didn't happen with the previous version and the only other thing I've changed since closing KSP last is fixing B9 for 0.23.
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