Jump to content

cicatrix

Members
  • Posts

    896
  • Joined

  • Last visited

Posts posted by cicatrix

  1. Maybe I am doing something wrong but I can't get this window at all. There's nothing - no button (checked both Blizzy's and stock toolbars), nothing.

    The mod is installed and re-installed via CKAN ver. 9.2

    The log file doesn't seem to have any errors concerning this mod. What might be the issue?

  2. On 4/11/2018 at 8:36 AM, shachar2like said:

    Have the same issue, found a solution online that involves disabling Kopernicus's version of the solar panels.
    original link: 

    \

    I'm using Kopernicus and I didn't wanted to uninstall it. So I placed this file in GameData/Kopernicus/Config/Kopernicus.cfg and now Solar Panels (Photovoltaic) are working again.

    // Why we are disabling the Kopernicus custom module implementing their multi-star fix:

    // - we can't leverage it for background simulation

    // - warp fixer de-facto replace their computations anyway

    // - a lot of our code assume a single star, multiple stars support is planned for a future release

    // - lack of time to further investigate the interactions

     

    @PART:HAS[@MODULE[ModuleDeployableSolarPanel]]:NEEDS[Kopernicus]:FOR[Kerbalism]

    {

      @MODULE[ModuleDeployableSolarPanel]

      {

        %useKopernicusSolarPanels = false

      }

    }

     

    I don't have Kerbalism, will it work? Solar panels do not charge and I really need Kopernicus + OPM in my game.

     

    I found a file SolarPanels.cfg

    @PART:FINAL
    {
        // This will replace all instances of ModuleDeployableSolarPanel with the Kopernicus version
        // that has proper support for multiple lightsources
        // 
        // If you want to keep your ModuleDeployableSolarPanel, add "useKopernicusSolarPanels = false" to the MODULE node
        // That will stop Kopernicus from replacing it
        @MODULE:HAS[#useKopernicusSolarPanels[*]]
        {
            @useKopernicusSolarPanels,* ^= :F:f:
            @useKopernicusSolarPanels,* ^= :A:a:
            @useKopernicusSolarPanels,* ^= :L:l:
            @useKopernicusSolarPanels,* ^= :S:s:
            @useKopernicusSolarPanels,* ^= :E:e:
        }
        @MODULE:HAS[#name[ModuleDeployableSolarPanel],~useKopernicusSolarPanels[false]]
        {
            @name = KopernicusSolarPanel
        }
    }

    Would it work if I simply delete it?

  3. After updating to version BP-1.4.3 Kerbalism spams NREs:

    KERBALISM.Kerbalism.OnGUI ()
    [EXC 00:46:10.067] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.Kerbalism.OnGUI ()
    [EXC 00:46:10.079] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.Highlighter.update ()
    	KERBALISM.Kerbalism.Update ()
    [EXC 00:46:10.120] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.Kerbalism.OnGUI ()
    [EXC 00:46:10.121] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.Kerbalism.OnGUI ()
    [EXC 00:46:10.133] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.Highlighter.update ()
    	KERBALISM.Kerbalism.Update ()
    [EXC 00:46:10.155] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.Kerbalism.OnGUI ()
    [EXC 00:46:10.155] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.Kerbalism.OnGUI ()
    [EXC 00:46:10.170] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.Highlighter.update ()
    	KERBALISM.Kerbalism.Update ()
    [EXC 00:46:10.190] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.Kerbalism.OnGUI ()
    [EXC 00:46:10.190] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.Kerbalism.OnGUI ()
    [EXC 00:46:10.203] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.Highlighter.update ()
    	KERBALISM.Kerbalism.Update ()

     

    Also this (earlier from the log):

    [LOG 00:43:35.614] [Kerbalism] version 1.4.3.8
    [LOG 00:43:35.617] [Kerbalism] error while trying to parse 'HideGroundStationsDist' from Kerbalism (Input string was not in the correct format)

     

    Needless to say that there's no Button and no models in the VAB available (no button also).

  4. 4 hours ago, The-Doctor said:

    Things Kerbalism could use:
    :wink:

    GPS
    Injuries 
    Illnesses 
    Quarantine (clicking on an airlock and clicking quarantine so that life support, pressure etc is not shared with it, only electricity)
    Medical bay to cure illnesses and fix injuries
    Medical bay should consume ammonia, hydrogen, supplies, and especially xenon to fix injuries.

    + fancier supply container models.

  5. To clarify a few things for me:

    Right now I have a sat-network around Kerbin (3 sats, each having both high-gain and low-gain antennae). I'm planning to send an unmanned probe to Jool. So, what it takes to have a controlled probe near Jool (provided I have an unobscured line of sight to Kerbin, of course)? Do I have to add both low-gain and a high-gain antennae to the probe?

  6. 5 hours ago, Drew Kerman said:

    The real problem here is that you're only using one ground station. The recent release allowed for ground stations instead of just connecting to Kerbin in general. Again, keeping with the DSN analogy they have three main stations spread across the Earth so that at anytime one station is able to see a satellite that is not blocked by another body. Just add more ground stations. You'll still need to setup a relay satellite around Minmus if you want to stay in touch with Kerbin when a probe is blocked by Minmus itself, or you can just plan for that outage instead

    How do I add more ground stations?

  7. 1 hour ago, Drew Kerman said:

    I think you are using the newer Kerbalism being run by @N70, since you are losing signal over Kerbin which doesn't happen in the version from @ShotgunNinja. The proper thread for that is here

    But to at least answer the relay question - Kerbalism is designed to operate much like the Deep Space Network - high gain dishes connect directly to Kerbin but low-gain probes can talk to each other in orbit around the same planet. So you're not supposed to be setting up huge relay networks like you would do with CommNet or RemoteTech - every probe you launch should be able to connect directly to Kerbin via a high-gain dish. If the probe is heading to a planet with other probes, a low-gain antenna can be used to talk to those probes (much like the various Mars orbiters relay data between each other before one of them beams it back to Earth). Low-gain can also be used by itself for probes in orbit around Kerbin

    Well, my probe has a high-gain antenna but it still loses signal regularly around Minmus as Kerbin rotates and KSC goes to the opposite side. I was lucky enough that I had control over the satellite when the link was present or otherwise it would have crashed into Minmus. Provided I have a high-gain antenna of a proper range, what should I do to have a permanent link with the satellite?

  8. I've just installed Kerbalism and I have a question about antennae.

    As I understand I need a low-gain antenna for signal relaying, but... all low-gain antennae have very limited range and with Kerbin rotating my probes periodically lose signal.

    I have two questions - so, with Kerbalism I have no way of providing constant long-range signal relaying?

    And the second question is not really a question but a feature request about user interface - really, when my probe loses signal the time-warp stops unless I uncheck the correspondent checkbox in the config, but I really want it to be accessible at all times, not only at times when there is a communication link. After all, these alerts happen at tracking station so there should be a way to disable them without waiting till Kerbin rotates the right side to the probe.

  9. Greetings, fellow explorers.

    Recently I've upgraded my PC and am planning to return to KSP after some 2 years of absence. I am a fan of various mods but first of all I plan to set up a beautiful graphics. I browsed through the addons sections and noticed that some new visual mods have appeared during my absence. So, I am just trying to save my time here and ask you what visual mods pack should I install to get the best results?

    I used EVE, but now there's also SVE and I have no idea what are the differences.

  10. Alas, I compared the docking port resulting cfg with the original one and didn't see any differences. The patched cfg has some extra modules but base settings are unchanged... 

    The patched config here:

    {
    	name = dockingPort2
    	type = PART
    	parentUrl = Squad/Parts/Utility/dockingPort/dockingPort
    	url = Squad/Parts/Utility/dockingPort/dockingPort/dockingPort2
    	PART
    	{
    		name = dockingPort2
    		module = Part
    		author = NovaSilisko
    		mesh = model.mu
    		rescaleFactor = 1
    		node_stack_top = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1
    		node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1
    		node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0
    		TechRequired = specializedConstruction
    		entryCost = 6400
    		cost = 280
    		category = Coupling
    		subcategory = 0
    		title = Clamp-O-Tron Docking Port
    		description = Invented after a peaceful protest against the lack of spacecraft attachment systems turned violent, the Clamp-O-Tron Docking Port allows for the firm attachment of two separate vessels. After docking, vessels can be just as easily undocked. Indicator lights display crossfeed status.
    		attachRules = 1,1,1,1,0
    		mass = 0.05
    		dragModelType = default
    		maximum_drag = 0.25
    		minimum_drag = 0.25
    		angularDrag = 0.5
    		crashTolerance = 10
    		maxTemp = 2000
    		bulkheadProfiles = size1, srf
    		tags = berth capture connect couple dock fasten join moor socket
    		stagingIcon = DECOUPLER_VERT
    		MODULE
    		{
    			name = ModuleDockingNode
    			referenceAttachNode = top
    			nodeType = size1
    			stagingEnabled = False
    		}
    		MODULE
    		{
    			name = ModuleModActions
    		}
    		MODEL
    		{
    			model = Squad/Parts/Utility/dockingPort/model
    		}
    		MODEL
    		{
    			model = IndicatorLights/Meshes/squareLamp2
    			scale = 1, 1, 0.3
    			position = -0.5331, 0.08, 0
    			rotation = 0, 0, 20
    		}
    		MODEL
    		{
    			model = IndicatorLights/Meshes/squareLamp2
    			scale = 1, 1, 0.3
    			position = 0.5331, 0.08, 0
    			rotation = 0, 0, -20
    		}
    		MODEL
    		{
    			model = IndicatorLights/Meshes/squareLamp2
    			scale = 0.3, 1, 1
    			position = 0, 0.08, -0.5331
    			rotation = -20, 0, 0
    		}
    		MODEL
    		{
    			model = IndicatorLights/Meshes/squareLamp2
    			scale = 0.3, 1, 1
    			position = 0, 0.08, 0.5331
    			rotation = 20, 0, 0
    		}
    		MODULE
    		{
    			name = ModuleControllableEmissive
    			target = IndicatorLights/Meshes/squareLamp2
    			emissiveName = indicator
    		}
    		MODULE
    		{
    			name = ModuleToggleLED
    			activeColor = ModuleDockingCrossfeedIndicator
    			inactiveColor = $Off
    			defaultActionGroup = Light
    		}
    		MODULE
    		{
    			name = ModuleDockingCrossfeedIndicator
    		}
    		MODULE
    		{
    			name = ModuleDockingStateIndicator
    			emissiveName = indicator
    			readyColor = ModuleToggleLED
    			acquireColor = blink(ModuleDockingCrossfeedIndicator, 100, $Off, 100)
    			disengageColor = blink(ModuleDockingCrossfeedIndicator, 120, $Off, 1080)
    		}
    		MODULE
    		{
    			name = ModuleDockingNodeNamed
    			controlTransformName = not_initialized
    			portName = default
    			initialized = false
    		}
    		MODULE
    		{
    			name = ModuleFuelCrossfeedActions2
    		}
    		MODULE
    		{
    			name = DockingCameraModule
    			allowedDistance = 2500
    			targetCrossColorDPAI = 0.9,0.0,0.0,1.0
    			targetCrossColorOLDD = 0.0,0.0,0.9,1.0
    			noise = false
    		}
    	}
    }

     

    The original one:

     

    PART
    {
    	name = dockingPort2
    	module = Part
    	author = NovaSilisko
    	mesh = model.mu
    	rescaleFactor = 1
    	node_stack_top = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1
    	node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1
    	node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0
    	TechRequired = specializedConstruction
    	entryCost = 6400
    	cost = 280
    	category = Coupling
    	subcategory = 0
    	title = Clamp-O-Tron Docking Port
    	description = Invented after a peaceful protest against the lack of spacecraft attachment systems turned violent, the Clamp-O-Tron Docking Port allows for the firm attachment of two separate vessels. After docking, vessels can be just as easily undocked.
    	attachRules = 1,1,1,1,0
    	mass = 0.05
    	dragModelType = default
    	maximum_drag = 0.25
    	minimum_drag = 0.25
    	angularDrag = 0.5
    	crashTolerance = 10
    	maxTemp = 2000 // = 3400
    	bulkheadProfiles = size1, srf
    	tags = berth capture connect couple dock fasten join moor socket
    	stagingIcon = DECOUPLER_VERT
    	MODULE
    	{
    		name = ModuleDockingNode
    		referenceAttachNode = top
    		nodeType = size1
    		stagingEnabled = False
    	}
    }

     

    Config from the save file:

     

    PART
    			{
    				name = dockingPort2
    				cid = 4279613770
    				uid = 1821799656
    				mid = 296374557
    				launchID = 79
    				parent = 0
    				position = 0,3.1875081062316895,0.6250004768371582
    				rotation = 0,0,0,1.00000024
    				mirror = 1,1,1
    				symMethod = Mirror
    				istg = -1
    				resPri = 0
    				dstg = 0
    				sqor = -1
    				sepI = 0
    				sidx = -1
    				attm = 0
    				srfN = srfAttach, -1
    				attN = top, -1
    				attN = bottom, 0
    				mass = 0.0500000007
    				shielded = False
    				temp = 191.90857541226828
    				tempExt = 191.82055495359054
    				tempExtUnexp = 4
    				expt = 0.5
    				state = 0
    				attached = True
    				autostrutMode = Off
    				rigidAttachment = False
    				flag = Squad/Flags/kerbin
    				rTrf = dockingPort2
    				modCost = 0
    				EVENTS
    				{
    				}
    				ACTIONS
    				{
    				}
    				PARTDATA
    				{
    				}
    				MODULE
    				{
    					name = ModuleDockingNode
    					isEnabled = True
    					crossfeed = True
    					stagingEnabled = False
    					state = Ready
    					dockUId = 0
    					dockNodeIdx = 0
    					EVENTS
    					{
    					}
    					ACTIONS
    					{
    						UndockAction
    						{
    							actionGroup = None
    						}
    						DecoupleAction
    						{
    							actionGroup = None
    						}
    						EnableXFeedAction
    						{
    							actionGroup = None
    						}
    						DisableXFeedAction
    						{
    							actionGroup = None
    						}
    						ToggleXFeedAction
    						{
    							actionGroup = None
    						}
    					}
    					UPGRADESAPPLIED
    					{
    					}
    				}
    				MODULE
    				{
    					name = ModuleModActions
    					isEnabled = True
    					partAutoStrutMode = Off
    					stagingEnabled = True
    					EVENTS
    					{
    					}
    					ACTIONS
    					{
    						Action1
    						{
    							actionGroup = None
    							active = False
    						}
    						Action2
    						{
    							actionGroup = None
    							active = False
    						}
    						Action3
    						{
    							actionGroup = None
    							active = False
    						}
    						Action4
    						{
    							actionGroup = None
    							active = False
    						}
    						Action5
    						{
    							actionGroup = None
    							active = False
    						}
    						Action6
    						{
    							actionGroup = None
    							active = False
    						}
    						Action7
    						{
    							actionGroup = None
    							active = False
    						}
    						Action8
    						{
    							actionGroup = None
    							active = False
    						}
    						Action9
    						{
    							actionGroup = None
    							active = False
    						}
    						Action10
    						{
    							actionGroup = None
    							active = False
    						}
    						Action11
    						{
    							actionGroup = None
    							active = False
    						}
    						Action12
    						{
    							actionGroup = None
    							active = False
    						}
    						Action13
    						{
    							actionGroup = None
    							active = False
    						}
    						Action14
    						{
    							actionGroup = None
    							active = False
    						}
    						Action15
    						{
    							actionGroup = None
    							active = False
    						}
    						Action16
    						{
    							actionGroup = None
    							active = False
    						}
    						Action17
    						{
    							actionGroup = None
    							active = False
    						}
    						Action18
    						{
    							actionGroup = None
    							active = False
    						}
    						Action19
    						{
    							actionGroup = None
    							active = False
    						}
    						Action20
    						{
    							actionGroup = None
    							active = False
    						}
    						Action21
    						{
    							actionGroup = None
    							active = False
    						}
    						Action22
    						{
    							actionGroup = None
    							active = False
    						}
    						Action23
    						{
    							actionGroup = None
    							active = False
    						}
    						Action24
    						{
    							actionGroup = None
    							active = False
    						}
    						Action25
    						{
    							actionGroup = None
    							active = False
    						}
    						Action26
    						{
    							actionGroup = None
    							active = False
    						}
    						Action27
    						{
    							actionGroup = None
    							active = False
    						}
    						Action28
    						{
    							actionGroup = None
    							active = False
    						}
    						Action29
    						{
    							actionGroup = None
    							active = False
    						}
    						Action30
    						{
    							actionGroup = None
    							active = False
    						}
    					}
    					UPGRADESAPPLIED
    					{
    					}
    				}
    				MODULE
    				{
    					name = ModuleControllableEmissive
    					isEnabled = True
    					stagingEnabled = True
    					EVENTS
    					{
    					}
    					ACTIONS
    					{
    					}
    					UPGRADESAPPLIED
    					{
    					}
    				}
    				MODULE
    				{
    					name = ModuleToggleLED
    					isEnabled = True
    					status = False
    					isUiEnabled = True
    					stagingEnabled = True
    					EVENTS
    					{
    					}
    					ACTIONS
    					{
    						ToggleAction
    						{
    							actionGroup = Light
    						}
    						ActivateAction
    						{
    							actionGroup = None
    						}
    						DeactivateAction
    						{
    							actionGroup = None
    						}
    					}
    					UPGRADESAPPLIED
    					{
    					}
    				}
    				MODULE
    				{
    					name = ModuleDockingCrossfeedIndicator
    					isEnabled = True
    					isUiEnabled = True
    					stagingEnabled = True
    					EVENTS
    					{
    					}
    					ACTIONS
    					{
    					}
    					UPGRADESAPPLIED
    					{
    					}
    				}
    				MODULE
    				{
    					name = ModuleDockingStateIndicator
    					isEnabled = True
    					isUiEnabled = True
    					stagingEnabled = True
    					EVENTS
    					{
    					}
    					ACTIONS
    					{
    					}
    					UPGRADESAPPLIED
    					{
    					}
    				}
    				MODULE
    				{
    					name = ModuleDockingNodeNamed
    					isEnabled = True
    					portName = Clamp-O-Tron Docking Port1
    					initialized = True
    					controlTransformName = 
    					stagingEnabled = True
    					EVENTS
    					{
    					}
    					ACTIONS
    					{
    					}
    					UPGRADESAPPLIED
    					{
    					}
    				}
    				MODULE
    				{
    					name = ModuleFuelCrossfeedActions2
    					isEnabled = True
    					setupRun = True
    					allowCrossfeed = True
    					stagingEnabled = True
    					EVENTS
    					{
    					}
    					ACTIONS
    					{
    						ToggleCrossfeed
    						{
    							actionGroup = None
    						}
    						EnableCrossfeed
    						{
    							actionGroup = None
    						}
    						DisableCrossfeed
    						{
    							actionGroup = None
    						}
    					}
    					UPGRADESAPPLIED
    					{
    					}
    				}
    				MODULE
    				{
    					name = DockingCameraModule
    					isEnabled = True
    					IsEnabled = True
    					stagingEnabled = True
    					EVENTS
    					{
    					}
    					ACTIONS
    					{
    					}
    					UPGRADESAPPLIED
    					{
    					}
    				}
    			}

     

  11. Any reason why docking ports (part name dockingPort2 ) - the standard 1.25m one might not dock?

    I just get close enough (distance is 0.3 m) and then the ports start to run away from each other. Even when I manage to align them properly they just touch and won't dock.

    They are NOT placed backwards front. It's some kind of a glitch. The senior ones (2.5 m) dock just fine. Haven't tested it with .625m. I tried different ships, even tried to dock two rowers on the ground, no matter what I do, the ports simply do not connect.

    I use many mods and I'm sure there's something that broke the docking port config, but I cannot pinpoint exactly what. Does anyone know what config/module the docking port must have in order to dock? 

    Is there any tool that can show the FINAL configuration of the part after all MM patches?

     

    Here's the list of mods installed:

    Spoiler


    KSP found at D:/Games/Steam/SteamApps/common/Kerbal Space Program

    KSP Version: 1.2.1

    Installed Modules:

    X AdditionalProgressionContracts 1.1
    - AlternateResourcePanel v2.9.0.0
    X AstronikiSunflareforScatterer 1.2
    - AutomatedScienceSampler 1.3.1
    - BetterBurnTime 1.5.1
    - BetterCrewAssignment 1.3
    - CactEyeCommunity 1.2.1.10
    - CapCom 2.5
    - Chatterer 0.9.91
    - ChopShop 0.10.1.1
    X CoherentContracts 1.02
    - CommunityCategoryKit 0.1.2.0
    - CommunityResourcePack 0.6.3.0
    - CommunityTechTree 1:3.0.2
    - CommunityTerrainTexturePack 2.1
    - ContractConfigurator 1.21.0
    X ContractConfigurator-ContractPack-SCANsat v0.6.0.1
    - ContractConfigurator-FieldResearch 1.2.0
    - ContractConfigurator-KerbalAcademy 1.1.4
    - ContractConfigurator-KerbinSpaceStation 1:3.4.1
    - ContractConfigurator-Tourism 1.5.1
    - ContractParser 5.0
    - ContractsWindowPlus 7.2
    - CrowdSourcedFlags 1.55.5
    - CustomBarnKit 1.1.10.0
    - DeepFreeze V0.23.1.0
    - DeflatableHeatShield 0.0.1
    X DistantObject v1.8.1
    X DistantObject-default v1.8.1
    - DMagicOrbitalScience 1.3.6
    * DockingcameraKURSstyle v.1.2.0.2
    X DockingPortAlignmentIndicator 6.5.1
    - EnvironmentalVisualEnhancements 2:EVE-1.2-2
    - EVAParachutes 0.1.10.1
    - FilterExtensions 2.7.4.2
    - FilterExtensionsDefaultConfig 2.7.4.2
    - FinalFrontier 1.2.5-2906
    - Firespitter v7.4.2
    - FirespitterCore v7.4.2
    - FirespitterResourcesConfig v7.4.2
    - HideEmptyTechNodes 0.6
    - HyperEdit 1.5.3.0
    - IndicatorLights 1.2.4
    - InterstellarFuelSwitch 2.2.8
    - InterstellarFuelSwitch-Core 2.2.8
    - Karbonite 1:0.8.3.0
    - KAS 0.6.0.0
    - KEI 1.2.1
    - KerbalAlarmClock v3.8.1.0
    - KerbalImprovedSaveSystem v2.0.0
    - KerbalJointReinforcement v3.3.1
    - KerbalObjectInspectorCont 1.1.1
    - KerbnetController 2.0
    - KerboKatzUtilities 1.4.6
    - KIS 1.3.0.0
    - Kopernicus 2:release-1.2.1-1
    - KSP-AVC 1.1.6.2
    - KSPInterstellarExtended 1.11.1
    - KSPSteamCtrlr autodetected dll
    - KWRocketryRedux 3.0.24.1
    - KWRocketryRedux-InstantPwr 3.0.24.1
    - MalemuteRover 0.2.3.0
    ? MechJeb2-dev 2.5.9.0-648
    - MechJebForAll 1.2.0.0
    - MinAmbience 1.2.3
    - MiniAVC 1.0.3.0
    - Mk2Expansion 1:1.7.25
    - ModActions 1.4a
    - ModularFlightIntegrator 1.2.2.0
    - ModularRocketSystem 1.13.1
    - ModuleManager 2.7.4
    X NMSG 2.5
    - OPTSpacePlaneMain 1.9.1
    - OuterPlanetsMod 1:2.1
    - PartCommanderCont 0.1.1.1
    - PartMapper 0.4.2
    - PlanetShine 0.2.5.2
    - PlanetShine-Config-Default 0.2.5.2
    - PoodsDeepStarMap 1.0.0
    - ProgressParser 6.0
    X RCSBuildAid v0.9.1
    - RealChute v1.4.1.2
    - REPOSoftTech-Agencies V1.4.3.0
    - RSTKSPUtils V0.23.1.0
    X SAVE 1.4.1-2315
    - SCANsat v16.11
    - Scatterer 2:v0.0256
    - ScienceRelay 2.1
    - ShipManifest 5.1.3.1
    - SpaceY-Expanded 1.3.1
    - SpaceY-Lifters 1.15
    - Steamworks autodetected dll
    - SVE-HighResolution 2:1.1.4
    - SVE-Scatterer-Config 2:1.1.4
    - SVT-HighResolution 2.0
    - TacFuelBalancer 2.11c
    - TACLS v0.12.6
    - TACLS-Config-Stock v0.12.6
    X Targetron 1.5.0
    - TextureReplacer v2.5.3
    - Toolbar 1.7.13
    X Trajectories v1.6.5
    - TweakScale v2.3.2
    X UniversalStorage 1.2.0.1
    - USI-Core 0.3.4.0
    - USI-FTT 0.6.3.0
    - USITools 0.8.4.0
    - WaypointManager 2.6.0
    - xScience v5.3b

    Legend: -: Up to date. X: Incompatible. ^: Upgradable. ?: Unknown. *: Broken. 
     

     

  12. 33 minutes ago, Matuchkin said:

    You know, almost. All that's left is tons of delicate life support equipment, an artificial environment, a ton of food supplies, functional seats that allow for sleep, a basic amount of space for movement, some space to stretch your legs, a main parachute, a drogue chute, a ton of monopropellant, RCS thrusters, like 30 environment emergency systems, med kits, an airlock system, a docking port, seatbelts, softer seats, and space for an LAS on top. Also at least a (net) quarter of a ton of wires, buttons, levers, HUD screens, two joysticks, and sensors for every part of the capsule.

    Come on, he only needed to get sub-orbital and rendezvous with the rescue ship. I haven't read the book, but judging by what I saw in the movie, he threw away nearly everything from the capsule, effectively turning it into a metal frame on top of the fuel tank... just like the Kerbals would do.

×
×
  • Create New...