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Sarxis

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Everything posted by Sarxis

  1. Do you mean this: @PART[dmUSScope]:FOR[DMagic]:NEEDS[universalStorage] { @TechRequired = aerospaceComposites @category = Science } I've tried changing the techs listed there and other places but have still had no luck getting them to change places in the research screen. I need walkthrough help with this or a reference I can learn from in this particular case. - - - Updated - - -
  2. Such a fun mod RoverDude Like playing with model rockets, but with science! I don't depend on the nosecone chutes though because I've had no luck landing with them, even in water. I just stick a realchute on the last stage's nozzle node at the bottom of the rocket.
  3. I want to change what the pre-requisite technologies are for the Universal Storage components, but I am not having any effect by changing the @TechRequired at the end of the cfg files. How can I get these components to show up at another tech node? Thank you!
  4. That was it. I thought I was careful to look through all of those nodes, but I still missed it. The GUI for R&D makes the part icons so small
  5. Are all of the technologies supposed to be listed in the Community Tech Tree.cfg file? Been having a problem with the UKS Habitation Ring not showing up from the MKS/OKS mod, but noticed that advConstruction is not in the CTT cfg file. When I put the entry in there, the item showed up in the tech tree.
  6. It may have been some kind of glitch honestly. As the culprit rocket was accelerating through the atmo, the TV started getting really low, almost down to 0m/s. I re-flew the rocket today and it was fine (TV rose steadily higher as I gained altitude).
  7. The way terminal velocity is being calculated now since the 1.0 upgrade is odd to me. The terminal velocity decreases a lot once my rockets are reaching higher acceleration. Is this due to it factoring in dynamic pressure? -edit- I 'm not sure what that was now. Seemed to happen with a specific craft - other rockets were fine.
  8. I guess I'm confused: do we not need Regolith anymore because of the stock integration?
  9. I'm still really looking forward to this one getting the update treatment. Was there a lot more to do for ART than the other USI mods?
  10. This is simple and nice. Just to clarify: this will conflict with TAC?
  11. Been waiting for this mod! Thank you Now when I crash ships while trying to dock, the cleanup will be so much easier >
  12. Ahh this is great! I had been using the Python script lately just to see what kind of parameters worked well for achieving different orbits. In-game is so much better!
  13. I was interested in the rotation and positioning keys (WASD, QE). I don't use a WASD configuration for movement by default. Are the keys dependent on the user mappings in game?
  14. I did, but there was only the option to remap the 'G' key. Does the mod have to run first?
  15. Will there be options for remapping all of the KIS functions?
  16. I have a class C asteroid that is about to buzz Kerbin at 3000Km! I am so looking forward to using all of this tech finally But I need to get into the tutorials.
  17. It might be fun to do some high alt balloon experiments. Some kind of simulated wind/vector control needed.
  18. I had some problems like this when this current version first came out. I simply bumped my version back to the previous version but glad to see there may be a fix for it.
  19. I'm not sure what I am missing, but even though I am in a rover on Kerbin, having fully scanned the planet, I'm not unlocking the biomes. Is there a special scanner or procedure I need to use?
  20. I can select craft to build, but once i do, nothing starts. Also after I select a craft to build, all of the right-click menu buttons disappear (leaving and coming back to the craft restores them). I am using 5.0.2, as well as latest versions of MKS/OKS. I can send my KSP.log if needed (not sure how to embed it as a mini window in posts though). edit: I discovered that I am actually creating ships, but they are being created very far from the vessel. They are listed in the tracking station list of selectable craft: edit 2: I went to that first blank vessel (standing by to launch) and when I did, the visible screen went black (UI was still visible, just no vessel and no star field). The other vessel (On escape trajectory out of Kerbin) I could go to, but it was just floating out in the middle of nowhere without any conic. final edit: started a new gamein sandbox mode and it worked fine. I guess it is imperative to start a new game when installing EPL. If I notice it happening again later I'll come back to this.
  21. I was about to come report that Regolith/CRP or something had broken the resource tab when I saw the v.10 update. It's working fine again with v.10, thank you! (I'm not entirely sure what the Lock Regolith Biome function does though...)
  22. I am finding this to be really true! Usually I'd stick to the terminal velocity limit in MechJeb, but limiting the acceleration is making for a much smoother ascent. I am not attaining my apoapsis so early and then having to coast for so long. Plus I was able to halve the number of rockets because I did not need such high acceleration to keep up with the terminal velocity limit. Been achieving a 100x100 orbit with less than 4400d/V.
  23. Yeah but I'm not sure where else I could ask this question. It is relevant to thread. I don't see a point in starting a whole new thread for something like this.
  24. This script is interesting, but I have a lot of questions about its use. There seem to be several scripts included, as well as parameters that can be changed to suite whatever vehicle you are launching. I didn't see a comprehensive manual or readme for this.
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