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Everything posted by CorBlimey

  1. Hmm - you are right, the flight computer seems to be the cause and ensuring it is closed before changing prevents this error. Thanks!
  2. I keep getting "Status: slave" message on the flight computer, when i have decoupled a probe from a larger vessel. For example, when trying to set up an omni network of 4 relays all launched as a single vessel, I got this message from 3 of the probes (all but the first one decoupled). What is the cause? How do I fix it? Set flight computer delay to 10 minutes or however long you need before reentry is complete. Toggle the comms (or you can also use this approach to toggle other stuff needed during the reentry, such as chutes, retrorockets, airbrakes, legs and so on). Set delay to 0 and now close your panels and other fragile stuff then finally the comms. Et voila. Your comms closes, and will open when your first more-delayed command is executed.
  3. hi, love NavHud - super useful. Are you planning to add a Maneuvre node overlay?
  4. hey, if i don't want any of the MRS tanks (because your FTP does the same, only better ), is it safe to just delete the Fuel Tanks folder within Parts folder in its entirety? Thanks!
  5. this is cool. If only there was a KSP mod that generated this stuff / stats automatically!!!
  6. love your videos on youtube.

    In your shots with two ships moving together, are you mirroring a mechjeb piloted craft or are you using burn together?

  7. is there a way to change the threshold to mark an experiment as complete?
  8. yes I heard so too. But take that as a compliment that Squad decided something like it was so useful
  9. deserve so much rating QuickSearch is damn useful, and quick goto is a nice bit of icing.
  10. Hi Roverdude, Which is the right config file to change? The one under Kolonization (added by MKS) or under LifeSupport (added by this)? They both look the same
  11. so many updates. so much goodness
  12. looking forward to the overhaul (and the MKS guide you have made). I am thinking of starting a new career. Do you have a rough idea of when it will be updated? asked via twitch. FYI for others: big ole list of updates for most of his mods but its done when its done
  13. in my experience they work best by holding down alt (to disable radial attachment) then rotate with the keys till it orients correctly.
  14. is there a way to cheat remottech off for a save? I am trying to mess around and test some stuff in Sandbox & hyperedit but of course do not have a full interplanetary relay network set up ^^
  15. On the wiki: "Kerbals require 0.01 ElectricCharge per second which is very little. A small battery will keep a Kerbal alive for many, many days." 0.01 per sec = 0.01 * 60 * 60 * 6 per day = 216 charge. A small battery has 100 charge which is ~ half a day. What am I missing?
  16. I agree but parts loaded by KSP take up memory, even if not in flight. So 64 bit should eliminate these issues (e.g. I have to run in OpenGL currently, as 3.2GB memory is used in D3D and there is a memory leak which leads to crashes after a few scene transitions :() I am expecting some other performance tweaks in 1.10 (related to Unity 5 rather than 32 vs 64 bit) but that wasn't my point. Simply loading the parts for use in teh VAB/SPH is an issue. MRS + FTP + SpaceY adds a lot of parts. Then toss in MKS and some others and it is a serious issue.
  17. if you implement these, could you try and use some sort of dyanmic approach (like e.g. with those multi adaptors). Part proliferation is a real issue - my build times have snowballed just because I spend so much time trying to find the part I want!! (and performance reasons - but hoepfully 64 bit KSP does away with those worries)
  18. oh, I didn't know rear facing nodes would suffer drag in 1.0.5. I thought that parts further up the stack occlude in-line parts behind? My knowledge on the drag model is very poor so I am glad you have explained
  19. im having a lot of fun with this pack - it looks great and very useful. Thanks! edit: I saw somewhere you had a nosecone ramp in mind - that would be awesome.
  20. why do you clip a shock cone intake into the end of your rapiers? (e.g. on the Claymore design) Don't they get enough air from the ram intake?
  21. aye, I am all for things that add interesting mechanics (without being a grind). But any life support mod that requires periodic focussing on the craft is a no-no. Life support should add 1) craft design challenges (mass, electric charge, volume etc), 2) launching and other dV challenges, 3) periodic supply and/or in-situ replensihment/recyling. Having to jump between a Kerbin system base, a Duna system base, a Jool system base and perhaps one or two orbital stations would be seriously tedious.
  22. the config file has these as settings you can change. There is no in-game UI for this.
  23. thanks for the update. Nice to see Jeb is given his full name in the config Is there any guide somewhere that covers homesickness? I couldn't find much through the search function.
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