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aluc24

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Everything posted by aluc24

  1. Thank you. I would really appreciate that. In the meantime, maybe the time frame could be extended?
  2. hi, @sarbian, I am having a small problem using Mechjeb's Advanced Transfer to Another Planet function with asteroids. When trying to use "Limited time" or manually selecting from porkchop plot, I get messages "optimization failed" or "error creating node". One of the messages say to select from porkchop manually, but I'm doing that, and still get the error. Is there a work-around besides manually creating the node from scratch?
  3. Hey, @N70 , does Kerbalism work with the famous Scrapyard mod? Does it account for part uses when calculating chance of a failure?
  4. Hey, @blackheart612, there seem to be a few bugs regarding helicopter rotors in Aircraft Plus. I tried using K700 Hawk, and I'm not sure if this is applicable to other engines as well. 1. If I land, turn the engine off, but don't wait for RPM to slow down, but save the game there, the next time I re-load the game, my helicopter is a dozen meters in the air, and comes crashing down. 2. If I do wait for it to stop completely, save, and reload, I find it running again for some reason (at least the helo doesn't crash). 3. The fuel consumption seems to jump wildly depending something I can't pinpoint. Definitely not altitude. I don't have any other mods that should be influencing this behavior. EDIT: 4. Additionally, after loading a save mid-fllight, the helicopter engine doesn't immediately give the thrust it had at the time of save, but instead, spools up from some very low value, making the helicopter fall quite a bit before the engine is at full power. At low altitudes, this can easily cause a crash.
  5. Damn, you said you wouldn't do it, but you did it anyway. Man, you're awesome. Thank you so much!!!
  6. Thank you very much! This is most useful. Still, it would be nice if the descriptions of all antennas and dishes would be updated according to this.
  7. Hey, @Galileo, the changelist says that in the 2.2 version you introduced level 4 Tracking Station, however, none of the antennas/dishes seem to recognize it in their descriptions. For example, the ranges for Communotron 16 read as follows: vs L1 DSN: 31.6 Mm, vs L2 DSN: 158 Mm, vs L3 DSN: 354 Mm. It doesn't say what it would be for L4 DSN. It kind of makes planning difficult. It is also not known how much would that last DSN upgrade cost. Is this covered in documentation somewhere, and I missed it?
  8. I see. That's understandable. But why doesn't Science Alert sometimes alert of new available experiments? For example, I did my first probe mission to the Mun, landed on it for the first time. Science Alert alerted me that I can do a radiation scan, but not the temperature/pressure ones, even though they are available and never done there before.
  9. So, uh... Anyone else got any ideas how to disable that requirement?
  10. I like the fact that it doesn't cause lag, of course! But so far, it doesn't seem to alert of all the available experiments, for example, when roving at KSC. Also, it keeps alerting me of the experiments I already did, but haven't transmitted it yet. I wrote to @linuxgurugamer about it a few posts above. Hopefully that can be fixed. If so, it will be my new favorite mod for science alerts, as everything else in it is really great.
  11. I think not. I've been using it for the past few days, and I don't notice any freezing like I used to with x Science.
  12. Thank you for replying! I did that, and it certainly changed the textures around KSC, but the mountains in the distance still reveal that something is not right here. Please take a look at this screenshot: https://i.imgur.com/JUa6whR.jpg This is with both KSPR and SVT installed, and the spectra_Kopernicus.cfg removed.
  13. All right, thank you very much! If I might suggest, I believe other players might also want to know this, or have it as a base functionality of this mod, considering that it doesn't make sense to have both stock and mod chutes. But of course, that is up to you to decide if you want to include it. Anyway, thank you for taking up to maintain and develop so many mods, the KSP community owes you big time!
  14. I see. But all the buttons and functionality of stock EVA parachutes are going to be gone, right?
  15. I am using that mod. Lots of my early planes have just the command seats, so I can leave them while in-flight during an emergency, which kind of calls for a parachute...
  16. Thank you! What did you mean that it is impossible to remove the graphics?
  17. Yeah, I know, but disabling experience altogether disables some good challenge where that experience does make sense... I have installed a chute mod for now, but it doesn't disable the stock chutes, and they duplicate. That's why I started this topic
  18. Hello, There was a recent discussion here, where I asked if it is possible to remove the level 3 requirement for kerbals to use EVA parachutes. 4x4cheesecake said that the module ModuleEvaChute of KSPAsset.dll has a function CanCrewMemberUseParachute, which returns true only when the kerbal is of level 3. I assume that changing every instance of this function with a true value should fix the issue. That is, of course, based on assumption that this works like I just wrote. Could someone with knowledge of programming make such a modification, please? Going through this and other forums, I gathered that there are a lot of people who would want this requirement removed.
  19. Well, if that's true, then editing ModuleEvaChute, and replacing every instance of CanCrewMemberUseParachute function with "true" should fix this. Is there anyone here who knows how to do it?
  20. @linuxgurugamer, is there a way to use ScienceAlert so that it doesn't alert me about collected, but not transmitted experiments? I'm playing with Kerbalism, which stores experiments as data, and slowly transmits them back to KSC. However, with ScienceAlert it gets a bit confusing, as it keeps alerting me of the same experiments I'm still transmitting. What can be done about it?
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