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InambaGuum

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    Bottle Rocketeer
  1. Regarding the "Put a Kerbal in Orbit for 30 days" contract: I'm guessing this contract is not supposed to keep coming back forever? I already completed it once and it respawned a while later and doesn't seem to want to go away now. Declining it now just respawns it under a different company name.
  2. These are truly fantastic. Thanks for making them.
  3. It already has an Advanced Inline Stabilizer. :/ And yeah, it's on the rocket engines by that point. I will try RCS Build-Aid...sounds good regardless...but looks like I may have to scrap this fellow.
  4. Yeah...I'm sure it's some kind of boundary altitude thing, rather than the display...that is just where the problem starts. The thing is -- the problem doesn't happen gradually. Pre-"orbit", it works fine. Post-"orbit", it suddenly thrusts 45 degrees off, without any kind of intervening state. I tried adjusting my wing plane up to better compensate for empty tanks, and I checked the spaceplane in the SPH with all the tanks completely empty (which they aren't when this problem happens), and the thrust vector still goes through the CoM within a degree or two. That doesn't seem to be the problem, as far as I can tell.
  5. I've never had a problem like this...I can't tell if I'm doing something wrong with my design or if it's a bug (or possibly weird mod interaction). But I have a spaceplane that flies beautifully on both the air-breathing and closed cycle stages while in the atmosphere, and then as soon as the navball switches to "Orbit" mode, any thrust applied seems to be pointing about 45 degrees above where the nose is headed, causing the nose to pitch wildly down immediately. As you can see from the screenshots, the thrust vector is dead through the center of mass. I've tried different engines, moving the center of mass, moving the center of lift (not sure why that would matter, of course), disabling TAC Fuel Balancer, etc., and the problem persists through everything I've tried. Help? http://imgur.com/a/lOHTp#0 edit: Tried disabling every mod except Joint Reinforcement (necessary to keep this thing from flying apart). It's not a mod issue...so I must be doing something wrong with my design.
  6. Thanks for the response. Get some sleep for sure. If it helps, here are a couple of screenshots -- http://imgur.com/a/LjMlb#0 -- it seems to be not just Potatus, but Fonso too. I checked a few other bodies and they seemed fine (although I didn't check every single one).
  7. Howdy...finally installed K+ after eyeing it for a long time. With 2.3.5 installed on KSP 1.0.4, I noticed a couple of things: Kal and Ganag orbit a phantom planet called "Barycenter". Is this intentional? I know they have a shared barycenter but it struck me as odd that it shows up as "Barycenter" rather than Kal/Ganag in the tracking station. and Potatus has a huge seam from pole to pole. I don't know if this was an existing issue or if it's new, but since it's probably the coolest body I went to check it out immediately and noticed that it didn't look the way it did in the screenshots. Thanks for the mod!
  8. All destinations are done, and show as completed in the contract window.
  9. No one knows this one, eh? Followup: is there a way to at least get rid of these missions so that they aren't clogging up my missions list?
  10. I took three orbit Kerbin & Kerbin sub-orbital tourist missions on my Hard mode campaign. I took all the tourists up in the same ship, got all their mission goals checked off, and brought them safely back to Kerbin and recovered the ship. The quests show as fully checked off, but don't disappear from my active missions, and the tourists are still in my Astronaut Complex. Is this a bug, or am I missing something? Since it's hard mode, I can't just go back to an earlier save if it's the former. :/
  11. That seems reasonable. Either that or having completed a certain number of missions (10 maybe?) would be good. Just something to distinguish the veteran pilots from the fresh hires visually.
  12. I'm about 1 Kerbal Year into a hard-mode playthrough with Final Frontier, TAC Life Support, and Kerbal Construction Time, and I have to say, this mod adds a crazy amount of immersion. Love it, and thanks for making it. One random thought/idea: is it possible to have kerbals earn their orange jumpsuits (like Jebediah & crew) by earning medals? That seems like it would fit in really well with the theme of the mod.
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