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DocMop

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Everything posted by DocMop

  1. Would it be possible to add a "grip" tweakable like in the StockBugfixModule+ (http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules)? Some of the tracks already have rather poor grip (esp. the tiny ones) and it becomes like driving on ice in low gravity (like on Mun).
  2. Is it possible to somehow create a free moving part with tweakable rotational limits? I would like to add this as a feature suggestion.
  3. Put the center of lift behind the center of mass http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures?p=685737#post685737
  4. @Skalou Removing FAR changed the behaviour a bit, but only so that the parts stopped changing flux in high frequencies. And the problem with one panel having rad flux+ and the other one having rad flux- are gone. However, the strange behaviour while time-warping is still present and has nothing to do with KIS as it happens to non linked vessels too.
  5. Can someone explain this to me? I'm currently on the dark side of Mun and my solar arrays have strange radiation rates (see pictures). How can it be that on the same craft, one array (the hotter one) gets heat in and the colder one gets heat out?! How can it be that one gets radiation (radiative) heat input anyways?! http://steamcommunity.com/profiles/76561197968773291/screenshot/634230361579881969 http://steamcommunity.com/profiles/76561197968773291/screenshot/634230361579882240 http://steamcommunity.com/profiles/76561197968773291/screenshot/634230361579882417 http://steamcommunity.com/profiles/76561197968773291/screenshot/634230361579882613 http://steamcommunity.com/profiles/76561197968773291/screenshot/634230361579882812 Note: The two crafts (front right) are linked via a KIS pipe, so they actually are one. Edit #1: After playing with the debug menu: If I disable conductive flux, the radiative flux starts to go down to 0. But doesn't go below. Edit #2: Shortly after sunrise on Mun, radiative flux goes below 0 but only for a little while until it goes above 0 again and stays there for the day. Edit #3: Getting massive neg. rad. flux while timewarping. Jumps to pos. rad. flux again after resetting to 1x timespeed.
  6. I've found a bug: Watch the dimensions of the Rover. They go haywire if as soon as I put the tracks on the rover. Suddenly the length exceeds 51.5m, without these tracks, it's 3.0m http://steamcommunity.com/profiles/76561197968773291/screenshot/634230140398259413
  7. As far as I recall, you have to fly the vehicle where the winch is attached to to control it.
  8. Did you install KIS by chance? They use the same hotkey. You can change them in their .ini files.
  9. Just a short feedback on the video: Please either make the music quieter or speak louder. It's like you are desperately trying to not be heard Will download this in an instant, glad to see someone took this up. Thanks for your effort. Awesome!
  10. How do I detach small parts (like that single static solar panel) from vessels in space? The grab hand is greyed out and I'm definitely close enough. Edit: Somehow it works now. Save & load problem?! Was in the Main menu to check if "move to camera" stuff might be enabled.
  11. Install complete KAS Delete "MM_Science.cfg" and "MM_Squad.cfg" from KAS root folder Open "settings.cfg" in the KAS root folder and change "grabPartKey = g" to something like "grabPartKey = p" (Delete any folders you don't like from KAS/Parts folder) That should do the trick.
  12. In the editor, the small info boxes (lower left corner) overlap with the parts list if you activate the enhanced filters for the parts (which moves the parts list some to the right). It would be nice if you either move the info boxes when this happens or move the position a bit to the right so they can not overlap.
  13. Could you please make "arm on deployment" standard? It's very tedious to right-click all the parachutes to arm them just to have them deployed. And in some situations there is no time for that.
  14. That's unfortunate, considering how long it can take to reach lvl2 (210.000 K$ ). At least for me.
  15. Erm, how do I access the RealChute configuration window if I don't have access to Actiongroups (VAB lvl1)?
  16. It's great. And it fits better with the Stock design than the old one
  17. I see, but in this case it should (correct me if I'm wrong please) be superfluous because this is the one and only .cfg file of this mod and it is named after the mod. At least theoretically. Practically, it could be a good idea to always use it so you don't forget it the one time you really need it.
  18. What is the FOR command for exactly? I couldn't find an explanation that was entirely clear somehow. To me it looks like some kind of a target marker for NEEDS to give NEEDS more flexibility because, besides this, NEEDS looks for folder- and filenames only. If that is the case, this should not be needed in this mod as FOR[FuelWings] and naming the file FuelWings.cfg would be redundant.
  19. @Marcelo Shouldn't it be :NEED[Firespitter] instead of :FOR[FuelWings]? You don't necessarily have FS installed if you download this. And a :NEED[CrossFeedEnabler] before the crossfeed module would be a good idea too. As far as I understand, the :FOR command is a target for dependency not a question of presence. I would do this instead as it can choose the best implementation depending on the installed mods (Firespitter, Crossfeed Enabler): @PART[wingConnector,wingConnector2,sweptWing2] { RESOURCE:NEED[!Firespitter] { name = LiquidFuel amount = 0 maxAmount = 125 } MODULE:NEED[Firespitter] { name = FSfuelSwitch resourceNames = LiquidFuel, Oxidizer; LiquidFuel resourceAmounts = 56.25, 68.75; 125 tankMass = 0;0.02 availabeInFlight = false } MODULE:NEED[CrossFeedEnabler] { name = ModuleCrossFeed } }
  20. Could you implement the option to NOT show the AlarmClock interface on scene load? Having to click it away every time I start a new rocket is a little bit annoying ^^
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