Jim Starluck

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About Jim Starluck

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    Starship Commander

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  • Location Low Orbit
  1. Kerbalized SpaceX- (WIP)

    FYI, this mod just got covered by Kottabos:
  2. I haven't yet managed to get that far in any of my savegames, but I intend to use Roverdude's warp drive to trailblaze, and eventually ESLD Jump Beacons for more routine travel. I'm also curious to see just how broken the EM Drive really is over long-term use. After updating the mod and regenerating my galaxy with the same seed, I'm getting a mixed bag. Some probes don't hit the Core's SOI until outside Duna's orbit, others hit it just outside Kerbin's. It kinda looks like it may have something to do with what side of Kerbol they're on.
  3. So, uh, I'm not sure if this is due to generating a new galaxy onto an existing savegame, but my Sun appears to have no SOI. Anything leaving Kerbin's SOI goes directly to interstellar space, do not pass go, do not collect $200. A couple space probes I already had en route are now wildly off-course.
  4. Gotta say, I absolutely love the look of these engines. Also, my CKAN isn't picking this mod up at all. Not sure if it's actually supposed to be up there yet; if it is, may want to double-check that.
  5. I would most definitely be interested in that.
  6. Say, does anyone have a config file to make this mod's containers match the cargo types available with MKS? Or is that something that's still in development?
  7. [1.3.1] Kerbal Attachment System (KAS) v0.6.3

    Say, did something happen to the ability to disassemble parts while on EVA? Because Bill seems to be lacking it at the moment.
  8. [1.3.1] Extrasolar v1.4 [9/17/17]

    Think it's a bug with Kopernicus? Should it get reported on their end?
  9. [1.3.1] Extrasolar v1.4 [9/17/17]

    It may not be an issue with Extrasolar. I'm experiencing the same behavior without it installed; I'm instead using a procedural galaxy generated by To Boldly Go. My solar panels are quite insistent in pointing all kinds of wacky directions, many of them directly away from the nearby sun. They also report being in "direct sunlight," despite their energy flow being 0.000. My guess? They don't have a good way to prioritize what light source will give them the best illumination.
  10. Out of curiosity, where'd you get the ring part from?
  11. So on the one hand, I'm really digging the look of the KD-T series tanks; they've got a great unpolished, industrial feel for them. Perfect for bulk storage silos and suchlike. But I can't seem to get them to swap to the crewable variant. Each part has a Crewed vs Cargo mesh toggle, but it doesn't seem like it actually does anything. Is there something I'm missing? I did install it via CKAN, so maybe it missed a dependency or something that I'll have to install manually...
  12. [1.3] ESLD Jump Beacons Revived (0.9.1)

    If I'd expected it to do that I'd have just backed everything up. I even tried using a Windows Restore Point to revert back to last Friday, but it failed. I'll see if I can replicate the circumstances of the glitch in sandbox mode at some point. Oh, and as far as I can tell, KSP still isn't generating an output_log.txt after the reinstall.
  13. [1.3] ESLD Jump Beacons Revived (0.9.1)

    ...okay. Well. Turns out that when you uninstall something via Steam it does not, in fact, leave files that weren't part of the original install behind. Did not know that. So much for that save.
  14. [1.3] ESLD Jump Beacons Revived (0.9.1)

    Double-posting to make sure you see this. Here's the KSP.log file: https://www.mediafire.com/?09ppcqiyfq5a5mz During the session this should cover I flew a few different ships, but made sure to visit the misbehaving beacon and hit its "Initialize" button a few times in a row. I don't know if KSP is still actually using output_log.txt; if it is, I couldn't find one that's been updated anytime recently.