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Jackelmyer

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  1. Is there already a post/article somewhere that has this info?
  2. Arg I can't find that. I right click a parachute and the only options I get are Auto Strut, Ridged Attachment, and Toggle Info. Toggle Info just shows stats and settings that have been applied. I go into Custom Actions and I find all the settings for the chutes, but I don't have Deploy options... Safe, Risky, Stage... not options I have. I would LOOOOVE those options though! Ugh... Found the blasted... For those who are thick as I... There's a... *sigh*... a parachute icon at the bottom right of the screen when overlooking the Kerbal Space Center, not in the VAB/SPH. It's an overall setting. "automatically arm when staged..."... Which for whatever reason, is defaultly turned off... I'm not 100% sure of this, but I swore (and originally wrote this reply as such), that the parachute settings icon was shown in the VAB at the very least. Isn't now. Only shows the RealChutes settings button overlooking the Space Center. Just an FYI for anyone else.
  3. So... I played through Stock until I was able to land on Jool, visit all the moons, and finish my tech tree + some. Got somewhat modded up and one of the mods that kinda came "recommended" by CKAN and other mods was RealChutes... These damn things are going to pancake me... I tend to have my final Decoupler and Chutes on my final stage (0). I'll be coming in at 70k-100k altitude and that's typically when I pop this last stage. With Stock parachutes, the parachutes arm and when conditions are right, they deploy. Simple. Love it. I do really like the way RealChutes works... however... Either they arm and pop an error saying conditions aren't right (something like that) or they don't arm. I'm usually spam clicking the chutes to figure out how to get them to pop when I want them too while not splatting on the ground. What am I doing wrong? The only conditions I change are... Single Parachute --> Changed to Triple Pre Deployment Alt --> Changed to 5000 (1300 default) Deployment Alt --> Changed to 1500 (700 default) Why does it seem like my parachutes won't arm and stay armed until that 5000 altitude? I've let it go to 700 altitude too and then bloody freaked out trying to click deploy fast enough. I know I can arm them manually, which I do now... but I'm going to forget one of these days and BAM... Call me Jack... Flap Jack... So how do I get these things to Arm and stay armed when I stage them?
  4. /facepalm. 1.2.2... Thank you... I was trying... to be on top of things... apparently, that excluded release notes... *sigh* Thanks again.
  5. Anyone run into this? Where after installing mods, your backspace key doesn't reset your target back to your ship? Anyone know how to fix it if you've run into it? Thanks!
  6. I'm getting into some questions about self sustaining locations on Minmus, so might have some spoiler detail in here... Dunno...
  7. Updates in CKAN, applied, tested. All good now. Good job and thanks again!
  8. Hey Yemo? Is CKAN going to still show the available version for this as 1.2.2? Was wondering how long it may take for CKAN to recognize the 1.2.2.1 update. Sorry, still a mod community newb. Thanks again for all your help!
  9. Thank you! I'll give it a shot once the update pops up for CKAN. Just so I don't lose it now that I found the blasted part name... "HexCanLifeSupportSmall"... If I don't note it... I'll need it... If I do note it... I won't...
  10. I know a fairly large number of food containers dropped off. The one that prompted my attention was a small Hex container. Sorry I can't fully recall the name. Not sure if the TacFoodContainerSmall ties back to the Small Hex Food container and other Hex containers that seemed to fall off. Not a problem. Glad to help! Does this mean that once module manager is fixed I can reinstall Seti-Rebalance or is this fix being applied directly to Seti-Rebalance? Thanks for looking into this!
  11. I noted it there as well. I just thought you'd want to be aware of a conflict.
  12. Ok... I'm back. Took a bit to figure everything out... I posted this same comment on the thread associated to the TAC Life Support mod. An update from one of your mods seems to be removing parts provided by the TAC Life Support mod. "Just FYI, after a few hours of testing tonight, I seem to have found that the mod "Seti-Rebalance" removes many Hex Containers, especially the ones that contain Food, Oxygen, and Water. Wasn't able to load vehicles after updating some SETI mods tonight and took a bit to figure out why. Using CKAN, all I have to do is install or uninstall Seti-Rebalance to reproduce the issue"
  13. Just FYI, after a few hours of testing tonight, I seem to have found that the mod "Seti-Rebalance" removes many Hex Containers, especially the ones that contain Food, Oxygen, and Water. Wasn't able to load vehicles after updating some SETI mods tonight and took a bit to figure out why. Using CKAN, all I have to do is install or uninstall Seti-Rebalance to reproduce the issue.
  14. Not sure if you're in the middle of an update to SETI-Greenhouse, but I just lost all the SETI-Greenhouse parts after installing the updates to SETI-Probes, SETI-Rebalance, and Unmanned before Manned (SETI-UbM). wait sorry, i think this is an issue with TAC Life Support... ugh. to many mods. apologies.
  15. So... Uh... Just getting my feet wet here with TAC LS and SETI mods... I'm using the TAC-LS Ratios spreadsheet to figure out how to build a self sustaining colony on Minmus. What... What's the Water Drill? I can't seem to find it in the Tech Tree. https://docs.google.com/spreadsheets/d/e/2PACX-1vSAjJHZ9jjlLu6ZHKv_RHNnWMImPfngq2GuRoEKy1UsMwd4Q2D5o2vgkAx0ieWamEfJgf-qWKS7klge/pubhtml# Is there a better guide or source of info than this spread sheet as to how self sustaining TAC LS and SETI colonies can be built? And one other think, it was said that CKAN is going to be broken in a major way with this release. Should I be holding off on updating TAC-LS till something is done with CKAN? EDIT: Never mind. Found the blasted water drill on the tech level right after the Stock Drills... I must have overlooked it a dozen or more times. /facepalm... grr.
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