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Alshain

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Everything posted by Alshain

  1. The Law of Conservation of Energy. Energy can not be created or destroyed which means by implication, perpetual energy is impossible. Even the sun will die one day. So making more energy than you are using to produce energy is can not be done. However, you are forgetting other sources of energy. Coal is mined by humans which supplies it's own energy. Oil and Gas are under pressure which is potential energy as well. For some oil wells, suction is used but this takes advantage of atmosphere. They are producing more energy than they are spending money on, but they are not producing more energy than is being used.
  2. It doesn't have SAS or torque, but you can add a reaction wheel to the craft that will give it torque (but not SAS) Since he didn't provide a screenshot there is no way of knowing what he has going on.
  3. @sarbian Going from 1.1.12 to 1.1.13, there was a bad download link from KSP-AVC. If you didn't change it in .13 you might want to check it.
  4. That is an option but of course it is limited to mods and then only to mods that want to use it. But if @DMagic thinks he knows a way I'd be interested to see what comes of it. He is much more experienced in Unity than I am. But I too think it is a worthwhile idea for a mod.
  5. Trim settings cause this. I don't think it would happen on a Stayputnik, but press Alt+X anyway, just to be sure. Trim settings will also offset the indicators @Vanamonde mentioned.
  6. After a cursory glance at the API, I could not find an event or callback to indicate when a ScreenMessage is posted. This may simply not be possible at this time.
  7. When the stock texture switcher is implemented, this problem may be solved. It depends on it's implementation abilities though.
  8. FYI, this doesn't appear to be the case. I did some digging into the csproject files and found no attached references to it. So I backed up my save and got rid of it. No problems or log errors so far, and best of all, no useless icon taking up a spot on the toolbar. So it seems it isn't a hard dependency at all. (Though I am getting "Rendering procedural drag for PAL.Cradle375" spammed in the log, but I think that was there before)
  9. I barely use it to this day. ISRU is a, relatively speaking, newer feature in the game. We had all the planets long before it was added and we got around just fine.
  10. Automatically upgrading probe cores? Sounds like you are running a mod, that isn't stock functionality.
  11. I've never captured or redirected an asteroid. Not because I can't master it... I just don't see the point so I've never even tried.
  12. Yes, it is. I'm still learning so I didn't want to be too far from a supplies launch just yet. That's a nice base. A lot of agriculture, how many Kerbals are you supporting there?
  13. Docking on the surface is a pain. It's that simple. If you are going stock you have two basic options 1. Land a fully assembled base (wherever you choose to assemble it... in orbit or in the VAB) 2. Have a huge headache. If you are playing with mods, KIS fulfills the contract system quite nicely and frankly is the only way I bother with surface bases.
  14. Just thought I'd take the time to post an update.... it's getting big.
  15. Some of the mach intakes can fail to pull in air at runway speeds which will cause them to burn out unless you have quite a few of them on or can simply start the plane on fewer engines. The Ramp Intake is notorious for it. Make sure you are using the right intakes for the right job. If these are your first planes, you probably shouldn't be build mach planes just yet so stick to the intakes that are rated for subsonic.
  16. It depends on the mod author and how they chose to package it. There are really 2 possibilitys 1. The zip file contains a folder named GameData. In this case there are two ways to deal with it. Either copy the GameData folder from the zip file directly into the KerbalSpaceProgram folder and choose to merge and overwrite as necessary, or open the GameData folder in the Zip file and copy it's contents directly to KerbalSpaceProgram\GameData. 2. The zip file contains no GameData folder. In this case simply copy the contents directly to KerbalSpaceProgram\GameData. Incorrect Way: If it is option 1 and you copy GameData from the Zip into KerbalSpaceProgram\GameData then you now have KerbalSpaceProgram\GameData\GameData\ModFolder. This is wrong, and depending on the mod, may not function.
  17. You are looking at it backward. Duna's atmosphere isn't thick enough you have to worry about heat shields, but it also isn't thin enough that you have to do a complicated vacuum landing. It's perfect really. It never screws with me.
  18. I've been using KIS to build my base with EVS installed and had no issues. It's G and H by default, but those too are re-bindable.
  19. Yeah, I had researched that as well. However it seems as though CCK is currently designed to allow part mods to add categories easily, but no way to hook into it to retrieve them after they are created. They probably assumed you would just ask the PartCategorizer, but since that isn't available to us our only option would be to parse through the CCKCommonFilterConfig and CCKExtraFilterConfig configs manually, which I haven't attempted.
  20. I have and sadly I've determined It's not possible. The custom part categories are stored only in PartCategorizer, which of course isn't instantiated outside of the editor. I don't even have the "none" category as a filter option, but in my case not selecting a filter shows all parts on the craft anyway. I've debated making a button for it since starting MKS though.
  21. Oh, hey by the way. For AGM I remade the stock editor icons, they are all MIT so you are welcome to use them if you are interested.
  22. Ah, I see. Well even with just the stock game I would imagine it would also be of concern for this mod, as docking would also cause the issue (I would think, I haven't tested it)
  23. It doesn't fire the onPartAttach or OnVesselWasModified events?
  24. I was kinda surprised they weren't collapsible in the first place. It's basically like putting a tent together when you think about it. There is frame and there is empty space. But now I can construct them all I want because I just attached a 3.75m KIS container to the base.
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