the_machemer

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About the_machemer

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    MD-11s don't suck

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  1. I can't seem to get landing gear to screech when I perform a gentle landing or even a hard landing, but if I come down way too hard and my plane disintegrates, I will often hear the landing gear screeching as they slide across the runway in all directions. Is there some sort of closing speed requirement or something that make the fx happen? I usually try to land as gently as IRL aircraft.
  2. [1.3.x] Kerbin Side GAP

    Yeah same as what I did, guess it wasn't a noob question after all. Oh well, I just entered them all manually into the custom runway file so I'll be fine.
  3. [1.3.x] Kerbin Side GAP

    Pardon the noob question but how exactly do you add the runways in the included file to NavUtilites? dropping it straight in the runways folder does nothing for me.
  4. Oh its not really a big problem, just wondering how far I can personalize it to suit my specific needs. Thanks for the reply.
  5. [1.3.0] RLA Recontinued 14.1.0

    Thanks for keeping this going. Can confirm that all engines other than resistojet still work with RealPlume Stock Config, so same as 1.2.
  6. [1.2.X & 1.3] Kerbal Konstructs - 1.2.0 - 15.09.2017

    I'm pretty sure I've got the latest kerbin side, its for 1.3.0 and I just downloaded it off the release page a week ago. There's no rush, the debug menu is keeping the bean counters in Administration happy
  7. [1.2.X & 1.3] Kerbal Konstructs - 1.2.0 - 15.09.2017

    So when I recover a vessel, it recovers from the KSC rather than the base and then adds the recovery factor from the base I was at on top of that. Here's the output_log, never provided a log before so hope I've done so correctly. https://www.dropbox.com/s/kjwrb738l6az2kr/output_log.txt?dl=0
  8. Considering that Ser's first post after OP mentions that he fixed INS waypoint name display, I'm guessing that this is a feature not a bug. I've scoured all the NavUtilities files and haven't found anything that toggles this feature so I'm just wondering if I've missed something. I would attach an image but I don't know how and I'm out of the country using my phone as a hotspot so I don't wanna use up my very limited data. In fact I probably shouldn't be using it for troubleshooting mod niggles as is
  9. Is there a cfg edit that makes the ILS window ignore INS waypoints and only show runways?
  10. Well I've edited it for some other engines in the mod and stock game, and as far as I can tell it has the effect of proportionately reducing thrust in all atmospheric situations. In the editor, it also reflects my changes by displaying the new number that I've given it. In the case of the Kitty turboshaft, my edit of maxThrust has no effect what so ever and the editor still shows the original number. That is what I'm referring to.
  11. I edited maxThrust of the kitty turboshaft but it's still the same ingame. Other engines in the mod can still be edited. Am I missing something? There's only one Part.cfg as far as I can tell.
  12. [1.3.0] Kerbalism v1.2.9

    I'm away from home and playing on my laptop which has less processing power than a grandfather clock, so I was wonder which things I need to get nothing but the science changes and science storage/transmission UI. Thanks
  13. Sorry for the noob question, but how does one go about adding FAR's control surface/flap tweakables to other mod parts?
  14. [1.3.0] Kerbalism v1.2.9

    Wow, you bothered to fire up the game just to help an idiot who wasn't reading the planner carefully Many thanks!
  15. [1.3.0] Kerbalism v1.2.9

    So regardless of whats going on, does the simulator accurately reflect in game results or is it hard to say without knowing whats happening? EDIT: the reason for this behavior seems to be the nuclear engines