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Tarheel1999

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Everything posted by Tarheel1999

  1. I can't answer your question directly but I can give you a work around. Turn on advanced tweakables in the settings menu, right click the part you want focus on, and click aim camera. This will center the camera on that part.
  2. You might be able to use the new structural nodes to get around this as they can be toggled on and off. Turn them off to place your engine and then turn them on to place the next stage. This is the system the fairings use but they seem to be fairly flexible. Roverdude has used them to create multiple node setups with different models/textures for the Tundra parts in MKS. I also used them to replace the shrouds Ven was using for 1.25/2.5 engine nodes in Ven's revamp.
  3. I'll give it a try. I guess /CrewCapacity works because it is the "root directory" Edit - That worked. Thanks.
  4. I need help with the following patch. MM is throwing an error on the Input_Resource section of the patch. MODULE{ name = ModuleHabitation BaseKerbalMonths = #$/mass$ @BaseKerbalMonths *= 10 @BaseKerbalMonths -= #$/CrewCapacity$ CrewCapacity = #$/CrewCapacity$ BaseHabMultiplier = 0 ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat INPUT_RESOURCE{ ResourceName = ElectricCharge Ratio = #$/BaseKerbalMonths$ @Ratio *= .25 } } I'm assuming the problem has something to do with trying to use BaseKerbalMonths as the initial value. BaseKerbalMonths is defined in the section above. Is my only option to redo the math in the section above for BaseKerbalMonths or is there another option? TIA
  5. Try looking at the first post. The bit bucket link has all/most of the original versions of this mod.
  6. That was all learned from trial and error over the weekend. Some info is available in the VAB. And some you need to figure out by launching vessels and seeing what happens.
  7. "Disassemble Part" in the Part Action Window is from Rover Dude's MKS.
  8. Provided that you don't exceed the crew capacity of the habitat. The cupolas have a crew capacity of 1. And will provide a multiplier of 1.5 with one kerbal, 1.25 with two kerbals, etc. Also two cupolas for two kerbals only provide a multiplier of 1.25 for each kerbal instead of the expected 1.5 for each.
  9. As the Cardinal said you need to roll the vessel until the ports are lined up. The angle slider should select which orientation is the correct one. You can try to use the roll feature of the ports but that seems like more hassle than it's worth. If you do use it, start with a very small value on one port.
  10. I think the amount of inclination change varies by the precision amount selected. So while I haven't used it to much it should be possible to be fairly precise.
  11. I think the idea is that minituarized parts are more advanced.
  12. @symmeclept @Jiraiyah I may be mistaken but isn't this what Turn Orbit does?
  13. Yes. That patch will make the changes or insert it if the module/fields don't already exist. Provided that the other mod is not also using Final. FYI "FINAL" also works and doesn't look so out place.
  14. Off your rocker. Fuel tanks in the same stack have fed the engine for years.
  15. @Cobrag0318 are you using the most recent dev build?
  16. You don't need to cool them to zero but you do need to cool them. The part info in the VAB tells you roughly what you need. And yes radiators work.
  17. You have multiple categories so there is something wrong with your install. First guess is you have nested folders--like a GameData folder in your GameData folder. Go through the folders and make sure you don't have duplicates. Or start with a clean install and just add Konstruction with its dependencies. Once that is working you can slowly add other mods.
  18. This mod creates a custom category and places the parts there. Have you looked in all the tabs?
  19. @HunterForce I think AmpYear might be the problem. There are three things that will cause kerbals to become grouchy: hab time; supplies; and EC. I think I remember reading in this thread about someone who had a problem with AmpYear. If you look back through the last several pages you might find a mention of a similar problem.
  20. I think clipped parts manifest more as a persistent phantom force. The bump being discussed is a one time thing that tends to tilt the craft 45 degrees.
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