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Dimenus

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Everything posted by Dimenus

  1. I can not believe the performance increase in game in general with 1.2. Well done Squad!
  2. I'm not sure if it's because I don't have any mods, but dear Jeeebus did that load fast. The actual game feels snappy too! Well done, Squad.
  3. God damnit. I've been overbuilding so hard.... . Planning on using an extra 1k dV both ways.
  4. Use git to create a working repository of the master branch ( easily googlable). Then when he publishes fixes, do a 'git pull' on that repository. - - - Updated - - - If you look at the commits, he's not recompiling the source each time. If you're really interested in getting it to work, you can compile it yourself. But to that you'll need Unity installed and to re-add all of the references.
  5. Determined that the behavior is caused by the AES pod. Mods please close this thread, I'll post in Roverdude's thread. Thanks!
  6. Hi, I'm using strictly OKS & stock parts on my space station and if I undock a middle section on both sides, the two outside sections are automatically controlled by the same input upon application of RCS. The end goal was to dock the two outside sections to each other eventually, but since I can't seem to control them independently anymore, I'm at a loss. Has anyone else experienced this issue? I've tried reloading, sending the kerbal on EVA (since one of the pieces doesn't have a probe core) but I'm unable to separate the two.
  7. That's what I wasn't doing. I wasn't HOLDING G. Many thanks.
  8. Am I stupid or is there not a way to put parts back in your inventory? I've got attached solar panels that I'm trying to put back in my inventory so I can EVA around and put them on another ship.
  9. I understand that I'm not proficient enough at this point to be of much use to you, but the last comment is not necessary at all. Questioning someone else's competency serves no purpose whatsoever. Yes I have BOTH dependencies installed, yes they were the latest version at the time of posting. However, as of this morning, I've been unable to reproduce the behavior with the latest nuFAR installed. So I guess you're still right either way .
  10. Seeing interesting behavior with the CoL when building rockets in the VAB. I was having issues with light payload rockets flipping (TWR 1.07 - 1.4) so I added some wings on the back. It seemed to make stability worse. As far as the editor goes, it seems to RAISE the center of lift towards the nose rather than towards the tail when I add wings. Here are a couple screenshots. Let me know if I can provide any additional info Edit: These rockets had PFs. I just removed them when I took the screenshots. Edit2: Upon further testing, this seems to just be a display issue. Once i added simple wings that weren't controllable, the rocket stayed in the air stream the entire time with wings on but flipped easily with the wings off. nuFAR w/ Wings: nuFAR w/out Wings:
  11. I was able to reproduce the problem and determine its cause. The current version of TweakScale is built against a newer version of KSAPIExtensions.dll (1.7.2.10 vs 1.7.3) than Procedural Parts. The debug log makes it look like the game only uses the newer version, it's not separated on a per module basis. PP works fine if you remove TweakScale.
  12. Thanks for the awesome work @ckfinite. Using PP almost feels like cheating. It's soooo much easier to build a probe at .625M.
  13. In what way is the new tree not MM moddable? This has been an awesome change of pace mod btw. I really enjoyed/enjoy my 0.90 setup with FAR/DRE/Remote Tech.
  14. I never realized how much I relied on Procedural Parts / tweakscale to make efficient rockets. Making a manned mun lander/return in under 30 parts in the stock game is significantly more difficult.
  15. Are you using Orange suited kerbals? They don't consume resources.
  16. Yeah, I've gotten so used to FAR. The top of the atmosphere is soooo thin. I did the same thing with a Mun flyby. Turned a 2 days mission into a 10 day mission. Flippiness has definitely happened with SAS off. Not sure how I'm going to get probes home without SAS.
  17. Awesome balance mod. I really underestimated the power draw of the manned pods though lol. I've biome hopped all over minmus and the mun with a cheap unmanned probe (and a relay network). But once journeying into manned flight, oh boy. That power is expensive.
  18. Hey Dmagic, awesome mod. Have a quick question though. I'm having an issue with 'Multi Spectrum Analysis data from High orbit above Duna' within 'Conduct a search for ongoing / past bioactivity'. I placed my satellite in a polar orbit and have grabbed every single piece of science from this module, but the contract doesn't complete. Any thoughts? The orbit is 250km/250km.
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