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Vive_moi

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Posts posted by Vive_moi

  1. @DStaal I tired this at the end of the Construction_port.cfg (just after the NEEDS:[ConnectedLivingSpace])

    @PART[KKAOSS_MKSAddon_Construction_Port]:NEEDS[CommunityTechTree]
    {
        @TechRequired = advMetalworks
    }
    
    @PART[KKAOSS_MKSAddon_Construction_Port_Habitat]:NEEDS[CommunityTechTree]
    {
        @TechRequired = advUnmanned
    }

    Now the construction ports are placed with the KPBS ones.

    If that helps. :-)

    Vive_moi

  2. 19 minutes ago, DStaal said:

    Just to be clear: The KPBS form factor docking port is from the base mod.  The construction version of it is from the integration pack.

    Oh, I had a look to my save. The standard docking port is not visible because not researched yet. But, the construction docking port has been available as soon as installed the pack. That's why I guessed the docking ports were from the pack, just not unlocked by the same tech node.

    See you,

    Vive_moi

  3. 7 hours ago, Beetlecat said:

    In the OP:

     

    Hello

    This one is working great with 1.3 and last releases of KPBS and MKS. I'm currently building an münar hybrid base with KPBS and MKS.

    But, caution all KPBS modules deployments are now charged as MKS do. Also, one great thing is the docking ports in the KPBS form factor (both standard and construction one) giving my modular base a great looking (sent a vessel with an engineer to change the docking ports).

    See you,

    Vive_moi

  4. On 01/06/2017 at 2:18 PM, DStaal said:

    So: KPBS has just updated to include the USI-LS fixes we pushed upstream, but I still don't have 1.3.  (GOG hasn't updated yet, from what I can see.)  Can someone test the latest pre-release to make sure it works?  If so, I'll turn it into an 'official' stage-2 release.

    https://github.com/DanStaal/KPBStoMKS/releases

    Hi,

    Just seen your mod. I'm using KPBS and MKS and was looking just for better integration of KPBS. I love the docking ports. I would suggest the normal one should be included in KPBS.

    The Stage 2 beta 2 seems running fine on my normal install (1.3.0 with about 75 mods) in an empty sandbox. I will try in my normal save.

    Thanks for this work.

    Vive_moi

     

    EDIT: Did not find out how to install it. So I installed the beta first then copy/replace with the beta 2.

  5. Hello,

    I have a H/VTOL configuration problem with TCA. No problem with VTOL but I cannot HTOL with TCA or use TCA in normal fly with V-engines off.

    My question is: how to configure TCA correctly to VTOL then fly horizontal normally with V-engines off and at last re-VTOL on arrival ?

    There are some images about my craft : http://imgur.com/a/F4dv3

    (1: plane config; 2: vertical take off with only v-engines; 3: horizontal flight but v-engines running; 4: v-engines manually switched off => control lost)

    Thanks for any help.

    Vive_moi

  6. Interesting mod.

    20 hours ago, severedsolo said:

    It bothers me a little bit that Jeb, Bob, Bill and Val get "veteran status" without really doing anything, whereas my Kerbals who have been halfway around the galaxy don't get anything for their troubles.

    I second this ^.

    If I understand correctly, the kerbals gain their stripes when validating the x th flight and y th flight hour when returning home. Wouldn't be an idea/way to gain the stripes also in a lab (just as stars/level up)?

    See you,

    Vive_moi

  7. Hello,

    Fresh 1.3.0 x64, MM 2.8.0, Firespitter 7.6, KAX 2.6.4

    1 pod, 1 tank, 1 intake, 1 rotor : Running normally expect lots of NRE just after start (staging) the engine.

    [ERR 22:20:28.981] Module FSplanePropellerSpinner threw during OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object
      at Firespitter.engine.FSplanePropellerSpinner.OnUpdate () [0x00000] in <filename unknown>:0 
      at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0 

    craft/log on demand if needed

    See you,

    Vive_moi

  8. 17 hours ago, Streetwind said:

    It wouldn't, no. Stock antennas make no distinction between omnis and dishes; none of them require pointing. Furthermore, the ranges of the individual antennas are very different - both on a part stats level, as well as how range between two antennas is calculated. For example: using a HG-5 in a 700 km orbit would let you talk to geostationary orbit spacecraft, but not much further. Unless your spacecraft around the Mun are using much stronger antennas, but that kinda leads the concept of having commsats ad absurdum.

    Thanks for this information. Did not know that.

  9. Hello,

    I use RemoteTech but I guess the CommNet structure I use would also work with stock comm system.

    For almost full coverage of the Kerbin system, I place 4 CommSat around Kerbin on a 700km height equatorial orbit with multiple (2-3) Comm16 and a dish (HG-5 ? Check the distance). Two opposite sats have their dish pointed to Mun, the other two to Minmus. Then I place 3 stats at also 700km height equatorial orbit around Mun and Minmus with Comm16 and a dish (all dish to Kerbin).

    This way, except for the pole at low altitude or landed, you have full and permanent coverage.

    All mission vessels will only have omni antennas. So you will lose transmission during transfert. But, I usually don't have to do any maneuver during it and you will recover control before entering Mun/Minmus SOI.

    See you,

    Vive_moi

    EDIT: oups did not see the previous answer. Post not usefull...

  10. 2 hours ago, Bit Fiddler said:

    no remote tech.  using the stock comnet.   how did you "re-enable them by hand?" this may still be the case with the mod list I am using.  one of them may have done something similar to RT.

    Save file editing (RT adds a part in it with the location of the ground station. Don't know about the stock system.)

    I added these ones : https://pastebin.com/8nvYQ34C

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