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Atlessa

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  1. Any chance you'd share that lovely Timber Wolf with us?
  2. I can't see it. Tried with Opera and Firefox. What's going on?
  3. Where do I find those? I checked Gamedata/Kerbalism and Gamedata/KerbalismScienceOnly and couldn't find them... I did that in the past. I have two big problems with the 'full' Kerbalism config; 1: it doesn't really add anything to the game except tedium, and considering that I REALLY stop having fun when the game becomes tedious I'd really rather avoid that. 2: It makes my rockets/ships have WAY more parts, which means less FPS and more RAM usage, which means less fun and more crashes. Also I have other mods in my cache that I think implement those better. Snacks for 'life support', DangIt! for reliability and a few others that I can't remember the names of right now.
  4. Yup, that helped. The culprit was Kerbalism (even though I only had the science only config) Guess I'm back to stock science
  5. So... new career, tried to do my first 'rescue Kerbal from LKO' contract, rendezvous went fine, ejected them from their capsule to hop on over... no monoprop. Huh... weird. Went to fly over with Valentina to try and push the stranded Kerbal towards the ladder... Val also had no monoprop. Checked the parent ship, full monoprop tanks. Even went so far as to try and edit the save file... turns out my EVA packs don't have a monoprop tank?? Any idea which mod might have caused this, and how to fix it? List of installed mods: Any troubleshooting help would be appreciated
  6. I know it's a late reply but I just reinstalled this mod, noticed the issue, remembered JadeOfMaar had already created a custom config file a few pages back and went to test if that still works. It does. Here's a download link https://drive.google.com/file/d/1tAqJY3oIBeO4biEs6y6Zc97I6K7jsTZY/view?usp=sharing Here's the post in case you don't trust random download links: And if you wanna use your own Mk1 Eyeballs, it's on page 63, posted 17.12.2019 Put the file anywhere in GameData and it should work (and of course if you copy the code from JadeOfMaar's post you need to put it in a file, name it whatever you want and make sure to change the ending to .cfg) @RoverDude Do you think you could include the config file in the download package? Edit: fixed file permissions for the download link just now.
  7. Thanks a lot Vader. If you don't hear back from me it probably works fine in 1.11. That, or it ended up being deadlier than intended.
  8. Can we please get a variant of the Cold Gas thrusters that actually uses cold gas? ('Monopropellant' in KSP) Maybe as a patch file?
  9. But there's a ton more features that Diegonaut might actually enjoy that are not included in the science only config. ... I am in the same camp actually, so I feel his question has some validity.
  10. As soon as you're confident that the list is finalized. I've got a pretty beastly machine, so I'm not too worried about that. My current save is running 46 mods, and about two thirds of them are on your list already. I guess it will be a while yet before it's my 'turn' anyway, so I will keep an eye on this thread and chime in when I feel the need. Edit: (Wow, no activity in almost a week... Am I the only one excited for this idea? :D) Just played around with the modset a bit, got all of Stage 1 installed and running fine (and booting up in under 3 minutes :P), and a couple questions came up: Since we're using KCT and Scrapyard, wouldn't FMRS or something similar be almost mandatory? Or are those in the "if you want, get them, they don't affect the save file at all" category? (damn that's a mouthful. We might need a term to categorize mods that fit for this, though.) Also: Personally, I would like to add Kerbal Reusability Expansion to the list. It's really lightweight (MUCH more so than NF or BDB) and only adds a handful of parts, but those are REALLY useful for building reusable boosters. SpaceX style. What settings for KCT? On that note, what difficulty settings for the base game? How do I 'disable' breaking ground? (it was mentioned a few pages back that DLCs should be disabled to keep things open to everyone?) Why the MK4 parts, but not the MK2 or MK3 expansions? Given the time limits we're working under I feel those would be so much more useful. I had more, but I forgot them again... sooo, watch this space for additional Edits? ^^'
  11. Is it still possible to join in on this project? I have a few ideas for what I would do in my cycle.
  12. The way I understand it, the keys are in the same location physically, just with different labels. It's [Ü] and [+] on german keyboards.
  13. Feature request: Stricter landing guidance, especially in atmosphere, for 'falcon style landings'. Current behavior: Landing guidance will only perform the final landing burn, setting the booster down 'wherever it damn well pleases'. Desired behavior: Set droneship as target, see booster landed on deck. I understand this isn't easy, but if we could at least get a "desired landing distance" setting (ie 0-500m) I think it might drastically help. Right now this module seems to think of the player target only as a "suggest landing in this vicinity", sometimes landing 2-4km off target. Would be nice if we could have a setting to tighten the accepted landing window at least by a decent amount. (And if someone knows a different mod that already does this, PLEASE let me know. And please don't say kOS... I really, really suck at scripting xD )
  14. I noticed some issues while testing this... 1: The TWR is HORRENDOUS, to the point that 2 2.5m max length (8m?) SRMs can not lift a Rockomax X200-32 tank off the pad. 2: (couldn't reproduce yet) sometimes the nosecones aren't detected as valid endcaps, drastically reducing the TWR (and dV) even further for no discernable reason. 3: The stock seperators aren't detected as valid endcaps. Ever. Intentional? 4: Yes, I had proper boosters down there. They overheated within a few seconds, blew up... and lo and behold, my TWR shot up to 1.8, causing my testcraft to leap into the air. 5: The surface attach nodes seem to be misconfigured, resulting in this to be the default attach orientation: You can see the hydraulic detachment manifold sticking out of the segment, even though the segment is attached TO this manifold. 6: Switching filter category in the editor takes a LONG time. 6 seconds or longer. I will continue testing and edit this post if I find more issues.
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