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EstebanLB

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Everything posted by EstebanLB

  1. I'm not a hardcore player that builds a metropolis in Jool or something like that. What you say really fits my situation and thus my suggestion. It was easy enough to comment a line to get exactly what I wanted, though
  2. You can't build a rocket with a wrench. You can only dettach or radially attach very small parts. For inline attach and bigger parts you need the electric screwdriver. Also, you think a scientist or a pilot wouldn't know how to use a wrench?!
  3. @IgorZ Please, consider making at least the wrench usable by non-engineers, that way they are still needed for the bigger parts. Many missions are very crew limiting and the engineers are always at the bottom of the line
  4. I have waaay to many mods to test them one by one :S Yeah, it's a bug, when flying high and space low, the data values are in fact, a bit lower instead of higher
  5. Several mods, but none that adds scientific experiments The experiment run from the part-command: The experiment run by a scientist on EVA: In the case of the accelerometer on land the data values are 5 and 30, and in some other experiments it's just 0 and 5
  6. @cybutek I think that the antenna bandwith info in the part tooltips on the editor are shown incorrectly. From what it looks, I think the division calculation is inverted Edit: just checked again, the numbers are being multiplied, not divided
  7. Hello, I just discovered that when an experiment is performed from a command module on a vessel it gives 6 times less data for the MPL than doing so by a scientist on EVA. Is this correct?
  8. I tested this in 1.2.2, I got a contract to dock two vessels on or above (near) Minmus. I undocked the lander from a near orbit, and then after takeoff I docked again with the main ship , the mission didn't recognize that docking. Perhaps it's true that it needs to be from two separate launches and the description MUST state so, like it does for other kind of contracts. I made an overly complex vessel just to fulfill this part of the contract, I really don't need a lander and a main ship to be two different vessels for Minmus
  9. Thanks a lot for this guide, best tutorial ever with all options, there is no other tutorial like this out there
  10. Ok, thanks! @CSE Do you know if the kerbal engineer needs a minimum XP level and if the signal strengh or net connection is relevant if using the KSC Tracking Station?
  11. Hello, I was wondering if the parts that are radially attached inside the Mk1 Structural Fuselage are dragless and protected from reentry heat. I've noticed that with angle snap off, you can radially attach parts inside the fuselage, but when doing a reentry, things inside were showing temp gauges and some of them were destroyed. Do I need to use the fairings for that? Or was it that the fuselage was getting heated up(and resisting it fine) but passing that heat by conduction to the parts inside?
  12. What does this mod add? Read the entire OP and looked in the Spacedock page, haven't found a thing about it :S
  13. What's the difference between this and the stock service cargo bay?
  14. @Igorz can you tell me the difference between the grapling hook and the harpoon?
  15. @blackheart612 I've just noticed that the elevons of this mod don't follow the angle snap rules and deploy controls of the stock elevons. By the latter I mena that when I mannually deploy them using the tooltip, mirrored elevons don't deply to the same direction, but they go oposite ways, rolling my plane instead of acting as flaps Edit: I also noticed that the drone cargo nose doesn't apply the same rules as the stock cargo bay on parts drag, I was doing a reentry and all parts inside were producing drag, some of them were destroyed by the heat as well
  16. Hey, I was looking for a changelog and couldn't found one that indicates when both the flight computer and the chip parts, that this mod adds, were not necesary anymore to have KER working on a vessel. I'm testing in Career mode
  17. Amazing tools! One thing I still need is a way to toggle an extension for the COM, COL and COT indicators, to show lines and planes that extends to a customizable ammount so we can properly check if a part is aligned or not, a small sphere inside the vessel isn't much of a help
  18. But all engines use the same ratio, what do you mean?
  19. I don't know how, but I started seen that button now, was it because it needs the engine attached first?
  20. @blackheart612 The Mk1 buisness cockpit should have the front node as impassable by the crew
  21. Hi, can anyone tell me the difference between the grapling hook and the harpoon?
  22. Hello, quick question. Is there a way to max a given fuel tank with the LFO 9:11ratio automatically?
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