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Vive_moi

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Everything posted by Vive_moi

  1. Yep, I also refer to VAB. But, I do not know if KIS/KAS has an influence on part attachment in VAB/SPH. EDIT: After reflexion, I use EEX (Editor extension) too. The "T" key switch is from its config.
  2. Hello, I usually attach the wheels using the "T" key (surface/node attachment mode switch). See you, Vive_moi
  3. Hello, Tested on my main save game Win10, 1.1.3, 70 mods, 25 flights. No problem found so far. (Crew transfer on a 5 seats mk1 rescue rocket between mk1 pod and mk1 cabin, Fuel monoprop dump before reentry, refuel vessel...) Thanks for the mod. Vive_moi
  4. Hello, Release 554 installed and running smooth. I have recovered the full functionalities on all my vessels (manned, unmanned, manned with flight computer). Win10, KSP 1.1.3 with +/- 70 mods Thanks for the release. Vive_moi
  5. Hello cyberpunk, Thanks for your reply. For detaching, I used the detach function between hitchhiker and cupola, not the grab function. (Procedure I used: put a docking port on cupola, dock the tug, detach the cupola, go back with the tug, grab the MPL, attach it to hitchhiker, try to grab the cupola to attach it to MPL -> don't work, so detach the RCS ports, grab the cupola, attach it to MPL, reattach the RCS ports, dismount the old "cupola" docking port from the tug, dock back the tug to stocking location) Perhaps, I can try to make more screenshots during the next station assembly. See you. Vive_moi
  6. Hello, First, thanks for this mod. I love it. I had already assembled/modified two space stations in orbit with it. Was fun. But, I have a question. In this project http://i.imgur.com/dJel62s.png, I wished install the MPL between the cuppola and the Hitchicker. My problem is the cuppola is equiped with 4 RCS ports. I was able to detach it from the hitchiker and handle it with the tug. I put the lab in place on the hitchicker. But when I wished grab the cuppola with the RCS ports from the tug, I was unable to grad and attach it. I was forced to dismount the RCS ports prior detach the cuppola and attach it to the lab then remount the RCS ports. Is there a way to grad an assembly and attach it to another thing ? Thanks for your help. Vive_moi
  7. I did not notice any bug. You just have to define the engine groups on both systems. The only way back is I lose the main thruster key binding due to TCA. (But, I did not search a lot any workaround.) My configuration is : engines group 1 : VTOL engines, engines group 2 : main engines Vm
  8. Hello, I usually use a combination of Throttle controlled avionics (principally for vertical speed control) and Davon Throttle Control systems (for the multiple thrust manual handles for each engine group). I got a pretty stable 45 t/2 kerbals/mk2 based VTOL but piloting is still requiring training due to multiple mods interface and aircraft stability. Take-off is pretty easy but slowing down to go in vertical landing mode needs constant attention. See you, Vive_moi
  9. Hello, I usually switch off the in-game music (music volume to 0) and use youtube or soundcloud in background. (EVE game sound track is great and free on soundcloud.) See you, Vive_moi
  10. Hi Love this one. Thanks for the update. Vive_moi
  11. Hi, With KAS KIS, you can make what you want, including assemble big parts not from containers. I have included a MPL right in the middle of my new space station in LKO. Just because, I did not want to lift a 3.5tons MPL from Kerbin while a rescue mission let me one in LKO. It was a long thing and quite nervously demanding due to some bugs and missed try. You need 4 kerbals (but only one engineer is enough) within 3 meters from the MPL to handle it with KAS. Due this success, my Mun space station is on the way to Mun to meet the MPL from another rescue mission. KIS and KAS are some of my preferred mod. I've got lot of fun with repairing, replacing,... The only thing they cannot do is create parts. See you, Vive_moi
  12. Hello, You only can have one experiment in one location at time in a capsule. In other word, you can have as much as you want one experiment in a pod as long as it has been run in different location of each other present in the pod. (exemple: you can have two crew report in the same capsule if one is low in space and the other is high in space.) I use the [x] science mod to help me to manage experiment I run in a place. (But I limit to unlocked experiment only (to not spoil the game (biome of other bodies, new experiment I don't have yet...)) Vive_moi EDIT: the only part that can handle many of the same experiment in the same place is the MPL.
  13. You can flip the kerbal by dragging with the left mouse button. But, as soon you make an other input he will return head up. The kerbal ladder grabbing expulsion annoyed me often when I was working on my station. Things were slightly better when turning him when just next a ladder before grabbing. I also tried changing the camera mode to change the head up direction but nothing I've found changed the head up reference.
  14. Hello, I agree. It is very annoying. I have heavily modified my space station in orbit and assembled lots of things on it (using KIS/KAS). The kerbals ladder gliding is really difficult to handle when 4 kerbals have to be in same time very near specific location. But I noticed, ship orientation to orbit is influent on the gliding speed and direction (up/down the ladder). But I did not tried which orientation is the best Vive_moi
  15. Hi, I have made lots of Kerbin sciences with a kerbal on EVA at 250 m/s and 11000m height. (The sciences "flying low over ...") But as you said, always with a F5 before exiting the plane. Vive_moi
  16. HI, The Semi-major axis is not the altitude from the ground, but the "altitude" from body center. So, SMA = body radius + altitude. Vive_moi
  17. Hello, Using Contract Pack : Bases and Stations and KAS/KIS (and lots of other mods, but not involved in the following), I had to launch the Kerbin Space Station contract (4 kerbals, cuppola, power gen, science lab and docking port). I had also a MPL orbiting Kerbin from a stranded kerbal rescue long before the KSS contract. I launched my KSS core with only cuppola, hitchhiker and KIS container with power gen and docking port inside (so not detected by the contract). When in orbit, I captured the MPL and added it to the station, this validated the MPL requirement. I have rearranged the station in orbit and the MPL is now inside the station core. After assembling the solar panels and the docking ports, it also validated the rest of the contract. Note: the launcher is still on the station core (just behind the solar panels) Vive_moi
  18. Hello, On Windows, this bug does not show up when in Windowed mode or in directx. I solved this on Windows opengl by setting the game res to my desktop res and adding this to the shortcut command line : -popupwindow -force-opengl So, the shortcut is something like this : "D:/Game/KSP/KSP.exe" -popupwindow -force-opengl popupwindow parameter and game res to desktop one give a fullscreen like display. (Only thing, sometime the mouse appearance change back to Windows style one.) Vive_moi
  19. Hello DMagic, First thanks for your job. I've done the update just now through ckan. I think there a thing there. On loading my game, I've lost the only one ScanSat Contract I have active (Mun biome scan). I tried to decline many contracts in available ones but after at least 50 declines, I did not get any new ScanSat contract showing up. Have a nice day. Vive_moi Edit: Precision: it was the only mod update I have done between my save yesterday and my game loading today.
  20. Hello, Thanks to both of you. Vm
  21. Hi all from France, I'm a new at the forum but some month old in the game. (In my career, I'm around the Mun but not yet on it and I'm building my Kerbin Space Station. (I'm playing on a moderately modded game (FAR, KER, DMagic, some parts mods...) See you in there. Vive_moi P.S.: Sorry in advance for my pretty bad english. Vm
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