strudo76

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About strudo76

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    Spacecraft Engineer
  1. [1.3] RemoteTech v1.8.8 [2017-09-03]

    Isn't that the command stations function listed in the manual? http://remotetechnologiesgroup.github.io/RemoteTech/#command-stations
  2. [1.3] USI Life Support [0.5.0]

    That would be a kinda cool mechanic though...
  3. [1.3] Kerbal Inventory System (KIS) v1.7

    Here's a completely off topic fun fact. Your user name is Asterix, but your avatar image is an asterisk. Is that intentional, or did you think they were the same (as I did for many many years)
  4. [1.3] Almost Free Launch Clamps [0.1.0]

    Is the acronym for Almost Free Launch Clamps supposed to be ALFC? Should it be AFLC? Any way to make the launch clamps not add to the part count? It's usually the part count I generally hit upon in my early launches, opposed to the mass or cost. A less cheaty way of doing the on pad refuelling might be to set the maximum fuel capacities of the tanks to be the amount of fuel the have in the VAB when launched, then removing the fuel before placing it on the pad. That would require players to pay for the amount of fuel they want in the craft at launch, but still require the time to fill the tanks on the pad. Would then just need to reset the fuel tank capacities once the craft has left the pad (so they can be refuelled in space or whatever)
  5. I haven't played this yet (waiting for a couple of mods to be more ready before I start the "trilogy"), but I thought about something that would be awesome for this pack if it's not already implemented. I don't even know if it would be possible, I it would be way cool if there were contracts to build anomalies like the monoliths, arches, etc where they exist in the stock system. Would give a bit of history for those who intend to play all three sequentially. Likely it would also depend on the configuration of the system, and the land masses as to which stock locations are suitable. Just a thought anyway.
  6. Have you also installed module manager and contract configurer?
  7. Hmmm, I thought he uses this one, but never noticed he does automatic science. This one does do a bubble noise when entering a new situation (biome change, etc) This mod does automate science. Maybe he's using both. I haven't paid enough attention to him doing the actual science to notice if it was automated or not to be honest.
  8. This doesn't collect the science automatically. It just tells you when there is science experiments available to be run, and provides an interface with buttons to run the experiments, so you don't have to go hunting for the science part. There are other mods that do automate science, but I find this better as sometimes I want to save a particular "run once" experiment until I reach somewhere specific. Using this I can just not click the button to run the experiment until I get to where I want to run it.
  9. I'm pretty new to MM, but I think you need to specify that you want to create or copy the ModuleScienceContainer module using %MODULE[ModuleScienceContainer] EDIT: Actually, probably need the % symbol in front of all the key values too, but you shouldn't need to specify the name key as that is specified in the module name @PART[*]:HAS[@MODULE[ModuleCommand]]:FINAL { %MODULE[ModuleScienceContainer] { %reviewActionName = Review Stored Data %storeActionName = Store Experiments %evaOnlyStorage = True // i.e. can nearby regular vessels also do this, or EVA only %storageRange = 1.3 %canBeTransferredToInVessel = True %canTransferInVessel = True %showStatus = True } }
  10. [1.3] - Modular Kolonization System (MKS)

    And kolonist hire cost is fixed too?
  11. [1.3.x] Kerbal Alarm Clock v3.8.5.0 (May 30)

    FYI, the dev version of KCT for 1.3 is stable as far as I've used it.
  12. [1.3] Throttle Controlled Avionics

    Can this be used in conjunction with RemoteTech for the purpose of landing on planets without comm signal, or with high signal delays?
  13. Is there some form of interface that lists all the parts on a craft, and their associated failure rates? I tried this mod a while back, but couldn't find anything like that, and mousing over every part to see the percentage got tedious. The reason I want this is because I'd like to test flight the parts in unmanned craft first, so I can have lower failure rates on the manned craft. Is this something that can be done and I've just missed it? Thanks