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Advacar

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Everything posted by Advacar

  1. This is my last missing mod too, so glad to have it back! Any chance for a CKAN release? It's gotten me spoiled.
  2. http://forum.kerbalspaceprogram.com/threads/67359-0-23-5-Fuel-Science-v0-4-Balance-out-that-tech-tree%21 Looks like it's abandoned. It was a little much for me anyways, Orbital Science and Station Science added enough.
  3. Here's the top of my physics.cfg: dragMultiplier = 6.0dragCubeMultiplier = 0.06 angularDragMultiplier = 2 liftMultiplier = 0.038 liftDragMultiplier = 0.03 bodyLiftMultiplier = 8 aeroFXStartThermalFX = 2 aeroFXFullThermalFX = 3.5 aeroFXExponent = 3 thermalMaxIntegrationWarp = 100 spaceTemperature = 4 solarLuminosityAtHome = 1360 solarInsolationAtHome = 0.15 convectionDensityExponent = 1
  4. Yeah, that's the tricky part. I'm not using life support and fuel cells are stock now so I'm skipping US this time.
  5. I did, something else is wrong. I verified the files, opened up the game and tested it, no problem. Applied someone else's suggested changes and launched a mission, same problem. It must be another mod, but I'm not sure which one. Here's my modlist I'll probably just wait until Squad fixes the aero and the rest of the mods update.
  6. Any suggestions for mounting the magnetometer inside the instrument bay? I can't find an orientation that would let it extend without it clipping into stuff.
  7. Have you actually tested these settings? I used your config file and started hitting the ground at 150m/s with the parachute fully deployed. I'd pull the chute at least 2k up, it'd slow down a bit but it'd barely slow down when the chute opened up. This is with just a Mk1 capsule.
  8. Like I said, I was hoping for a one-click, especially since the KSP toolbar is pretty clumsy and it's easy to get something stuck open (for me at least). Backslash would help, but I suck at remembering keyboard shortcuts. Edit: Also, backspace conflicts with another mod that I have. Another option is to have it remember whether it was last open or closed. I think the old version did that. But, either way, thanks for all the work you're putting in, KER is still an essential mod for me.
  9. Is there a one-click button to hide KER any more? In 1.0.7 (and 1.0.6), clicking the KER button in the KSP toolbar just opens the options. It's especially annoying because KER defaults to open on launch, and TBH, all the info I need for launch is displayed by VOID. I've taken to moving the KER window to the bottom of the screen so that it's out of the way.
  10. Looks like you forgot to update the AVC file. After installing the 0.2.2 zip, AVC will still tell me to update from 0.2.1 to 0.2.2.
  11. Awesome, congrats on the release! Been using it since 0.24 and I love it.
  12. Yeah, I'm really in favor of a couple of "packages" that you need to get up there, rather than basic weight. Things like Satellite TV transmitters or spy cameras or things like that. Just to make it more "realistic". I don't really need them to do anything, but the extra little role-playing would be nice.
  13. I mean I'd like a description of the mod that's more than just a picture of the parts. I have no idea what to expect from the space station pack.
  14. Thanks. BTW, I'd put that MM code into a separate file, so it doesn't get overwritten the next time you update RemoteTech.
  15. Is there a description of the parts anywhere? I have no idea how any of these parts would work with my other stuff.
  16. Wait, do all probe cores come with a 3K antenna?
  17. Noticed that too. Was wondering why my rocket still worked when my antenna snapped off.
  18. Ok, I wasn't seeing it but maybe I wasn't on the latest version. Edit: Actually it was hidden behind my toolbar.
  19. Is there any GUI button for searching? If not then you might want to add one. Just from a UX perspective, I would have no idea that you can search (which is great) unless I happened to read that one line in the release notes. And it would sure annoy me to have to go digging through your release notes to find the hotkey for it every time I forget.
  20. I had problems with that too, but my only fix was to spam some ugly struts.
  21. So I was about to come in and complain about accepting two of the same orbit mission, because I to guess which of the orbits was the correct one (and got it wrong). But, it looks like the new version adds specific numbers, which is great. Thanks!
  22. Could you take a look at the simulator stuff sometime? It's been kind of Kraken-y for me and it was throwing me off. Specifically I put a 1-2 Command Pod in orbit with the XL parachute (enhanced with real chutes) and a DRE heatshield, a fuel tank and an engine. I burned to deorbit, rode the flames down, popped the chute, floated down nice and easy, 6km/h and Boom. Or Sploosh. Land or water, the pod would explode or sink. - - - Updated - - - autumnal, I saw that once, but a restart fixed it. I've got a crapton of mods as well.
  23. I took a look and didn't see anything obvious. However, it's fine if I just launch it and plop it down in the ocean. Thing is, I've been getting this while in KCT's simulator mode, telling it to start the simulation from orbit. It's which has always been somewhat buggy and Kraken-y so I'm just going to assume it's that.
  24. I'm sorry if this is the wrong place for this, but I'm getting tired of experimenting. I've for FAR, DR and real chutes installed, (along with a ton of others) and my Mk1-2 wouldn't survive splashdown at 6kph. All it was was the pod and the stock XL chute, maybe with DR's heatshield still attached. Is the stock chute not enough?
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