• Content Count

  • Joined

  • Last visited

Everything posted by eberkain

  1. This mod has no parts that I'm aware of. I just changes how all animated parts work so you can attach things to the moving bits, like putting a thermometer on the door of the service bay.
  2. It did indeed return after a save/reload as @Streetwind suggested. Its a weird bug.
  3. Using RemoteTech I'm trying to determine which antenna is sufficient for a specific planet. Is there a formula where I could plug in the orbital parameters of two planets and get the max and min separation between the bodies. Or is that information already available somewhere?
  4. So in the VAB my hex truss has EC, but the one I delivered to my station does not... Any way to fix this without taking another one?
  5. eberkain

    What did you do in KSP today?

    Took 6 shuttle trips but I finished my space station this morning.
  6. I was asking in response to the guy saying you could put 50k units of EC in a Mk1 pod, like how? EC is fixed on parts as far as I'm aware.
  7. Sure, but changing parts like that outside of the game is just throwing balance out the window.
  8. You can find old versions on spacedock under the changelog
  9. You can change how much EC a part holds?
  10. Is there a way to make the joints stronger. I tried making a robot arm with the parts in RocketEmporium and it just wiggles like a wet noodle when I put any weight on the other end.
  11. eberkain

    [1.5.*] RCS Build Aid Continued - New Dependencies

    My current trouble is using a space shuttle and the payloads are anywhere from 2 tons to 15 tons, in different orientations at different stages of the mission. You got me. I generally read all the threads I'm subbed to but I've been slacking on that lately.
  12. eberkain

    [1.5.*] RCS Build Aid Continued - New Dependencies

    I kind of wish I could pull this up in flight to balance my RCS after dropping off a payload.
  13. eberkain

    [1.4.5] Smart Actuators v1.1.1 (8/1/18)

    This does not appear to be working for me in 1.4.5. I'm using B9 Procedural parts, but they should be supported because they appear to use the stock modules that are described in the OP. EDIT : I created a github issue for it.
  14. I would be very surprised if it was a mod conflict. Hopefully someone will get a chance to take a look at it some point. Its not so bad, I"m still using them.
  15. eberkain

    [1.6.1] KRE - Kerbal Reusability Expansion

    And the new style landing leg/wings for BFS They are hard to recreate with robotics.
  16. I'm trying to use the J-56 Lotus engines on my space shuttle. After reentry I slow to about 300 m/s at around 5km, I stage the engines and they immediately flame out and say "Air Combustion Failed". They work fine when I load up on the runway and take off from there.
  17. Do you not have texture problems on using the latest version in 1.4.5?
  18. eberkain

    What did you do in KSP today?

    Finally got a reliable way to launch my shuttle, just put some big ass wings on the first stage booster.
  19. I think he just posted in the wrong thread. I see a new release on the github for filter extensions. For someone with like 100+ mods to maintain, its bound to happen every now and then.
  20. the adapter collar that goes from the spaceplane to size 3 has a misaligned attachment node on the bottom.
  21. finally made a usable shuttle with this. Now to figure out how to launch it.
  22. eberkain

    What did you do in KSP today?

    My playthrough has been all about doing things in way I've never done them before. I've never built a space station with a shuttle, so I've been working on making a shuttle. I always wanted a shuttle that launched on top of a rocket like the dyna soar, but I've come to the conclusion that just isn't going to work. Seems like it would be a good idea, but not so much.
  23. It confuses me because 1/16 only applies if you compare a human consumption per earth day to a kerbal consumption per kerbin day. If you compare the consumption rate per hour then kerbals should just be 1/4 of human numbers right? I think the reduction is also in line with the balance of the stock system which has a reduced delta v requirement for getting around compared to real life. Its still there and you still have to plan around it, but its much more forgiving than the real world.