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Everything posted by Tarheel1999
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1.2.1 Camera OSX
Tarheel1999 replied to Long Finger's topic in KSP1 Gameplay Questions and Tutorials
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. -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Tarheel1999 replied to NecroBones's topic in KSP1 Mod Releases
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. -
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
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Solar-power ; blocked by aero-shilding
Tarheel1999 replied to Sereneti's topic in KSP1 Gameplay Questions and Tutorials
Try opening the service bay doors. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Tarheel1999 replied to bac9's topic in KSP1 Mod Development
Try looking at the first post. The bit bucket link has all/most of the original versions of this mod. -
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.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Tarheel1999 replied to IgorZ's topic in KSP1 Mod Releases
"Disassemble Part" in the Part Action Window is from Rover Dude's MKS. -
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.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Tarheel1999 replied to IgorZ's topic in KSP1 Mod Releases
Wrong mod. Try Texture Replacer. -
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.
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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.
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I think the idea is that minituarized parts are more advanced.
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@symmeclept @Jiraiyah I may be mistaken but isn't this what Turn Orbit does?
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Tarheel1999 replied to RoverDude's topic in KSP1 Mod Releases
@Benji13 manufacturer -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Tarheel1999 replied to ferram4's topic in KSP1 Mod Releases
@Cobrag0318 are you using the most recent dev build?- 2,647 replies
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[1.12.x] USI Core (Reactors and Kontainers)
Tarheel1999 replied to RoverDude's topic in KSP1 Mod Releases
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. -
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.
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This mod creates a custom category and places the parts there. Have you looked in all the tabs?
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@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.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Tarheel1999 replied to ferram4's topic in KSP1 Mod Releases
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.- 2,647 replies