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Jim Starluck

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Everything posted by Jim Starluck

  1. Hate to necro an old thread, but... Think you'll ever be adding 1.25-meter parts for this?
  2. Out of curiosity, what if any new parts are planned for the future? For a long time I've kinda wanted a bigger set of parts -- perhaps counterparts to the regular ones scaled up to the size of the garage? -- that could act as the next "step" of offworld base-building. Wondering if anything like that is in the plans or works.
  3. One idea I've had rattling around in my head for a greater Kerbal storyline could be useful here. The Kerbals have a profound enthusiasm for and understanding of rocketry and space travel without much other apparent infrastructure on their world... and two really big, really obvious impact craters on the surface of Kerbin. What if the current Kerbal Space Program is not the first time they've ventured into space? What if they've done it before, and still remember that at a fundamental level... but were bombed back into the stone age by some unknown hostile, and are only just now getting back to where they once were?
  4. FYI, this mod just got covered by Kottabos:
  5. 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.
  6. 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.
  7. 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.
  8. 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?
  9. Say, did something happen to the ability to disassemble parts while on EVA? Because Bill seems to be lacking it at the moment.
  10. Think it's a bug with Kopernicus? Should it get reported on their end?
  11. 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.
  12. 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...
  13. 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.
  14. ...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.
  15. 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.
  16. Definitely using v0.9. Will try to get the log file, but fair warning; I have a bazillion other mods installed.
  17. Apologies for posing in a dormant thread, but I've started testing out the beacons from this mod myself and I'm running into the same issue. I have a pair of test beacons that I'm using to get a feel for how the mechanics work. Both of them were activated previously in Kerbin orbit, but I moved one out to Minmus. It's now in a circular Minmus orbit at an altitude of 2,000 km, and the beacon is refusing to activate. It has plenty of electric charge and karborundum aboard, but when I hit the "Initialize" button this is what I get: I'm guessing there's something screwy going on with the part about the EC cost to initialize the beacon. Maybe because I had it already initialized when it entered the Minmus SOI or something?
  18. I'm also getting PAL wheel freakouts, though in my case it's just when testing it on the runway at the KSC.
  19. Say, would it be possible to get a 2.5m adapter for the triangular truss? I keep finding myself attaching them to 2.5m nodes and needing multiple adapters to make the transition look good...
  20. That is disappointing. A big part of the reason I like Career over either of the other two modes is because contracts can help give me direction, when I'm feeling aimless in the sandbox. But having every single one available all the time kind of negates that; makes it harder to settle on which contracts to take, too easy to take some of them over and over. If this is how it's going to stay, I may just wind up uninstalling Configurator -- and all the contract packs that rely on it. And I'd rather not do that.
  21. So, I looked through the changelog and poked around in game searching for it... ...there's still no setting or config file we can use to turn off or adjust the "show all contracts all the time" thing, is there?
  22. I gotta say, I'd love this mod just for the Command Module alone. I've felt for a while now that there's a horrible shortage of command modules for dedicated deep-space craft, never intended to land. The fact that it and the other parts in the pack are quite pretty and include light-up windows is just icing on the cake.
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