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methodermis

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  1. Hi, love the mod and thanks for maintaining and continuing it! When I get all the parts up and complete an experiment I got 50 science, yay! I sent up another experiment, completed it, and I get 0 science! Was very excited to see this mod is "designed to be integrated into a permanent space station" but this seems completely untrue by function. Is this correct behavior? Seems like the entire station will be full of completely useless parts once each experiment type is run. I guess a roving science train could have good benefit but all the parts are rendered useless and inert unless they can move. Is there a way to reset the science manually or via future mod version to rerun experiments from the same biome/station? I think this is possible in engine, but maybe someday could implement diminshing returns.
  2. Using KSP 1.1.0.1203 and Hyperedit Beta3. Trying I noticed when using the orbit editor to throw a ship into space, the vessel will consider itself still landed. The view wobbles and all sorts of stuff is broken. As a workaround, I have to 'hack gravity', nudge the ship off the landing pad until kerbal engineer tells me the vessel situation goes from 'landed' to a flying state, then i can use the orbit editor freely. Seems like the vessel doesn't realize it's in flight after an orbit change and gets stuck in some broken state.
  3. I'm having KIS inventory vanish when boarding the workshop and hab module from EVA. Getting in and out of a stock pod doesn't eat the inventory, but getting into a deployed inflatable module eats the KIS items. Also can't transfer anyone to ag module, even after switching vessels. Anyway thanks for sharing all your hard work, you're amazing!
  4. Love the mod! Nice K&K icons and good idea separating the gangways from the modules with two manufacturers. The Gangway Docking Port should be in 'gangway and sewer pipes' manufacturer. There needs to be a 'planetary base system' fuselage type in the 'cross section profile' advanced sort. Just needs a little icon.
  5. Hey Yeon, love your work. Looking forward to the scaled up J. Any luck with cargo bays shaking to death? Stock bays don't do this when parts are clipped into them, but the J and K bays do. The ship snaps calm when the bay ends its animation, so you can toggle it open and closed quickly upon launch. But in the case below it caused RUD faster than I could press anything.
  6. On the subject of atmospheric entry.. I'd position two stacks of these bottom to bottom, stick a circular heat shield on one side and wrap the whole thing in a fairing. This seems like the way NASA would do it. Unfold/position/dock/expand the modules once landed. How about an attachment node on the bottom and a light decoupler piece that can attach two modules together to a heatshield? Just spitballing, pretty sure landing these on duna would be easy without any ablatives.
  7. Works! Thanks a ton! It now seems to be doing manually what the manual workaround was: click the symmetry count button after cycling editorextensions symmetry count.
  8. Love the mod, it really is auto-pilot for science, something much needed in the game. The compact mode is nice, but could we click and drag the little 'uncompact' arrow button to resize the window?
  9. Can you put the dev source on a free Github? Then we could look and contribute without touching your computer. We could also submit issues and follow progress.
  10. I can use Editor Extensions to surface mount the NERVA without any mod parts, does that not transfer heat like your method does?
  11. The planet Jool has no biomes. Same with the Sun, biomes are only defined on solid planets.
  12. Amazing parts, great update. Really love the new engine types, it's nice to see experimentation in this realm. I recommend bac9's new procedural wings, they go really well with this pack http://forum.kerbalspaceprogram.com/threads/104966-0-90-B9-Aerospace-Procedural-Parts-0-1
  13. @PART[mk3Cockpit_Shuttle]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[mk3CrewCabin]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } }
  14. @PART[mk3Cockpit_Airliner]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true } }
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