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About PocketBrotector

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    Colonist Wannabe
  1. In an awkward moment for Squad, the latest NFLV update means that Nertea's 5m and 7.5m launchers are arguably more versatile and better-supported than the stock 2.5m and 3.75m offerings.
  2. [1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]

    Sort of. Kerbal Atomics and Cryogenic Engines are mods that use DeployableEngines as a dependency. (All of those things are by Nertea). DeployableEngines isn't maintained/released as a separate download, so the main way to get the latest version of DeployableEngines would be to download KA or CryoEngines. For Taurus purposes, the LES engines originally had BDAnimationModules as a dependency to animate correctly. With Deimos Rast's patch, they can also use DeployableEngines in place of BDAnimationModules. So if one dependency is ever out of date, we can use the other instead.
  3. I should clarify - I've had Snacks installed continuously since before I created this save game. So when I launched each vessel, I presume that counts as "visiting" it for the first time with Snacks present. Then I've been visiting them subsequently to execute maneuver nodes, etc. as usual.
  4. Yessir, I had Snacks installed before I launched any of them.
  5. Vessels are mostly unloaded, no recyclers or snack grinders.
  6. I've got a number of manned missions in flight, none of which are consuming their available snacks. What's needed to troubleshoot this issue - save file, logs?
  7. [1.3] Kerbal Health 0.6.5 (2017-08-01)

  8. [1.3] Kerbal Health 0.6.5 (2017-08-01)

    I've just noticed that Kerbal Heath's icon is a red cross on a white background. Interestingly, that symbol is protected by international convention, and apparently isn't supposed to be used in video games. There are alternatives out there such as the white cross on green background.
  9. [1.3] Cormorant Aeronology - Mk3 Space Shuttle

    Can I just say that I really like the approach that this mod takes to turn the stock Mk3 parts into shuttle replica parts? The Mk3 line is already the part of the stock game most explicitly inspired by real-life vehicle components, so the technique of using a combination of retextures plus new parts is just perfect for getting a true stockalike/realistic STS/Buran. Plus you've got parts that I didn't even realize I wanted, like the MMU, the white EFT, the new Shuttle-C support... What's a good place to read about the real-life Block II designs and proposals? It seems like the KSP community has a vast trove of knowledge about countless alternate configurations and modified designs that never flew - I can't even Google most of this stuff.
  10. Neat. How about an option to award it based on XP earned? That way an orange suit could reflect a "six-star" status associated with having traveled to three or four other planets (which would be about half of the stock solar system). After all, in stock KSP you can just leave someone in orbit for years with no effort or ill effect - the hard part is designing the mission architecture to get them there in the first place. Or maybe a kerbal has to be the first to do something to earn veteran status? First to orbit the homeworld, first to walk on a given moon, etc. That way you could end up with a large but still limited veteran corps by careful management of ever more distant goals. Pretty sure the game tracks achievement milestones by kerbal somewhere in the sfs structure.
  11. [1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]

    This is a parts pack, without custom dedicated plugins, so it's not likely to require a 1.3 update in and of itself. The Taurus LES does depend on the presence of another plugin to operate, so it needs a 1.3-compatible version of either BDAnimationModules, which is available here, or DeployableEngines, which I don't believe Nertea has updated to 1.3 yet. This is with all of the usual caveats that have been discussed in the last couple of pages - download locations, known issues, etc.
  12. [1.2.1] RLA_Continued 14.0

    I don't believe Deimos Rast has been around lately which would be why the thread title has not been updated. However @vardicd your question about maintenance was asked and answered once already, only two posts above yours. If you see something broken, point it out. Otherwise it's an academic question.
  13. I contributed the ProceduralWings patch but only ever tested it for B9 wings (it seemed to work fine at that time for that mod). I can test it out again in like two weeks when I have a functioning KSP-capable computer again. Is there a more detailed bug report we can use to direct the troubleshooting?