Jump to content

Dnarbnellih2

Members
  • Posts

    30
  • Joined

  • Last visited

Everything posted by Dnarbnellih2

  1. Are Mk2 procedural parts possible (like fuel tanks and adapters) from 1.25m to Mk2, or 2.5m to Mk2.
  2. Thanks @Nertea and @NHunter, I thought that the core was what held the nuclear fuel, and would wear out, so even if you put in fresh fuel, the thing holding it would still be worn out.
  3. What about an old core? Like I take a craft to Eeloo and back, and the thing has a year or so left in it, can I bring that back up to 5 years or at least extend it a couple?
  4. Can a nuclear reactor core be replace or repaired at the end of it's life?
  5. @bartekkru99, I run kerbalism with my RSS/RO install granted it's KSP 1.2.2, RO itself is so finicky though it's hard to say, I don't think it's even out for 1.6 yet, 1.3 is the latest I think.
  6. I think I've found some sort of bug @N70, I installed Near Future Electronics in my modded install, and for some reason it deleted the ECLSS module. After making careful backups, I did it again and found it also removed the ECLSS in all of the pods or anything inhabited, and when I look at the logs when loading kerbalism I saw this. "[LOG 16:13:19.519] Config(+PART[kerbalism-chemicalplant]:NEEDS[Kerbalism,ProfileDefault]:BEFORE[Kerbalism]) Kerbalism/Parts/LifeSupport/kerbalism-lifesupportmodule/+PART[kerbalism-chemicalplant]:NEEDS[Kerbalism,ProfileDefault]:BEFORE[Kerbalism]" If you want I'll send you my log file, can you defer anything from this?
  7. I think I found a bug, I added Near Future Electrical to my modded KSP install, and it deleted the ECLSS module part from ksp, along with my 2 space stations! I'm afraid to reproduce this for the fact that I was lucky to get them back in the first place, but does anyone know why this happened?
  8. Say, how come when I installed Near Future Electrical, it deleted the ECLSS (I think) module in Kerbalism, and 2 of my space stations with it?
  9. Say, how do I get my hands on all of the wings, the ones you normally see in Sandbox, plus the ones rated for only supersonic flight, or even subsonic.
  10. Well, it seems I did have the habitat, just never fully recognized it, what's the thing with solar panels in the picture 4 messages above though?
  11. I thought I had the latest version that wasn't 1.5, I'll check and make sure though, thanks @B-STRK.
  12. Does this mod have actual 1.25 meter habitats now? Not just small station cores without beds or anything?
  13. I don't know about MM and I'm curious, but I thought for translation you used I-J-K-L like W-A-S-D and H-N like LeftShift and LeftControl.
  14. @Tyko, do you mean using the translation keys while docking rather then switching to docking mode and using WASD so that you can manually orient it while docking? Usually when I dock I go with docking mode so this is new to me.
  15. Usually docking isn't very hard, especially when using locked view or Docking Port Alignment Indicator, but in most cases, when you dock, you have to be pointed at said docking port, but sometimes due to either the structure of my craft or the kraken itself, my sas will not point towards target, but off in some direction. It gets worse the closer you get, but it's not random or moving around, it has to do with how close you are. The target symbol on the nav-ball is in the right spot, but the sas actually pulls it away from target for some reason, any way to fix this or could a mod help.
  16. Do they make a mod with reasonable weight wings? All the wings in stock and even B9 procedural ones are heavy, this picture below is my example. The ubiquitous Mk1 command pod for scale, this wing is a mere 5 square meters (7.5ft x 7.5ft), but weighs 100kg (220lbs)! I'd like to use something you'd find on a crop duster. These would be nice for just screwing around. I can see why the other wings are so heavy, but I don't need these to *re-enter from orbit*. I'd expect them to break down at about 150 m/s or when stresses became too great (pulling a hard turn in a heavy plane, or maybe even just trying to take off in something very heavy), and not be usable as actual structural elements (like not be able to attach stuff to them, like a lot of science experiments). The wings below are basically 20kg/m^2, or 40 pounds a square yard, the wings I'm thinking of would be about 5kg/m^2, maybe less if that would be realistic. https://imgur.com/a/a1z4Mgw
  17. I have BDArmory, it's really fun but it's far from a replacement for object thrower.
  18. I physically don't have a MMB though, I'm on a laptop, with a touchpad. I've tried using those fancy gesture things, like 3 finger tap for MMB, but it doesn't work, in fact since I run ksp in full screen, it kicks me out when I try. How is there not a mod for this.
  19. I've been having serious trouble with object thrower. I simply cannot manage it to hurl an object. I arm it, leave the window open, and have pressed all sorts of buttons. I tried going into settings and making 3-finger-tap be MMB, but it simply won't work. I even tried AutoHotKey, and I'm not sure if I even did it right. I know other threads have been made for this, but none went into much depth nor did they solve my problem. I'm running Windows 10, and dealing with an asus laptop touchpad. Ksp version 1.4.3 I think.
  20. So does this mod work with 1.4.x or just 1.3.1? Also, would this be by any means practical for an RSS/RO install? Like maybe from orbit or the moon but what about on Earth?
  21. Hey, I'm having a weird problem with SSPX, I'm making an interplanetary transport vehicle, centrifuge, nuclear engines, the works. It's made to aerobrake, but the centrifuge keeps burning up while nothing else (except a few protruding things at the top) heats up at all. After some testing, I found that if I put on a enormous procedural heat shield a bit bigger then the inflated centrifuge, it would protect it, but the thing is, when it's deflated it has the same problem. It's like it deflates visually, but the thing is still inflated, because the inflatable heat shield doesn't protect it. Any ideas on fixing this?
  22. I'm making an interplanetary station in ksp with SSPX and other realistic mods, it's made for aerobraking, but the centrifuge keeps burning up, everything else does stay safe behind the big inflatable thing, even other parts from SSPX, but the centrifuges act like there is literally nothing between them and the atmosphere. I've even taken procedural heat shields, put the, right in front of the thing, and not only does it not help, the shield itself used no ablator. Basically I think the centrifuges are ignoring the heat shields. **Edit** Writing this question just gave me an idea, what if the visible profile of the shrank down centrifuge didn't match the actual one, like if it appeared collapsed but actually wasn't. I just tested this, and I took a procedural heat shield and made it 20m, and it actually protected the centrifuge, @Nertea, I think I may have found the solution to the problem, any ideas on how to fix this?
×
×
  • Create New...