4x4cheesecake

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Everything posted by 4x4cheesecake

  1. 4x4cheesecake

    Strange Kerbal Engineer reading

    Glad to hear it's working now but still pretty strange. Would be nice to know if this is a KSP problem or a KER problem.
  2. 4x4cheesecake

    Strange Kerbal Engineer reading

    Well, me too, pretty strange behaviour. Maybe @jrbudda knows more about it.
  3. 4x4cheesecake

    Strange Kerbal Engineer reading

    Do you have an engine as root part? KER can be confused when building a rocket "from bottom to top"
  4. 4x4cheesecake

    Strange Kerbal Engineer reading

    There is a fork of KER for KSP 1.4+ by jrbudda, you might want ot try this one: https://github.com/jrbudda/KerbalEngineer/releases
  5. 4x4cheesecake

    [1.6.1] Airline Kuisine v2.2.2 ~ [Jan 25, 2019]

    Thanks for your detailed answer. I'll take a look at your other part mods, if the new engines are not too op, I'll give it a try.
  6. Sounds like you got the very same bug like me.. Try to delete your "PartDatabase.cfg" contained in your KSP install folder and restart the game. The PartDatabase will be recreated and should fix this problem.
  7. 4x4cheesecake

    a weird situation

    Also check the crossfeed options of the radial decouplers. If the first stage keeps burning even though their tanks are empty, it indicates that crossfeed is enabled
  8. 4x4cheesecake

    [1.4.3] Kerbal Academy Contract Pack [v1.2.x]

    Thanks, thats easier then restarting the career^^
  9. 4x4cheesecake

    [1.6.1] Airline Kuisine v2.2.2 ~ [Jan 25, 2019]

    I got curious about these parts and took a quick peak at them in a sandbox save. The MK2 and MK3 parts are looking good but I have some questions about the intakes: 1) How can I use the "IntakeAtm" ressource? I've tried to use it as "less efficent" Oxygen replacement, using it to make jet engines work in very high altitude/vaccum, using it to keep the atmosphere filter running after reaching the vaccum but I cannot find a way to use it. It is just there and adding wight to my craft. 2) Are the atmospheric filters supposed to work even while standing still and/or while the intakes are closed? Well, they do and especially the latter doesn't make any sense
  10. 4x4cheesecake

    [1.4.3] Kerbal Academy Contract Pack [v1.2.x]

    @Mark Kerbin Well, I guess I have to reactivate the stock rescue missions until you found a way for this contract pack Sounds reasonable but the offered contract shows a 100% refund ^^
  11. 4x4cheesecake

    [1.6.1] Airline Kuisine v2.2.2 ~ [Jan 25, 2019]

    I'll be glad to give you some more detailed feedback as soon as I can use the parts May take some time, kerbalism got a pretty steep learning curve...
  12. 4x4cheesecake

    [1.6.1] Airline Kuisine v2.2.2 ~ [Jan 25, 2019]

    @JadeOfMaar Just started a new career with kerbalism and didn't realised yet, that kerbalism itself does not contain such useful mk2 und mk3 parts. This mod is just a perfect addition, thank you Anyway, I would like to suggest to add "B9 Part Switch" as a dependency to the OP, it's kinda hidden in the changelog. Also, the "Readme.txt" contained in "GameData/DeepSky/AirlineKuisine/" still says "Some features require Firespitter".
  13. 4x4cheesecake

    [1.4.3] Kerbal Academy Contract Pack [v1.2.x]

    Hey there Just installed this contract pack (v.1.2.0) for my new career game and got offered this contract: I'm a bit confused because 1) the description says, a failure would refund a third of the costs but the "Rewards" tab says someting different (also, why are there two "-"?). 2) Since this contract requires a new recruit (at least for me because Val und Jeb are already Level 1), I have to pay for the contract AND the Kerbal? That would sum up to ~150k funds. I'm actually curious about the "cheap way" provided by this contract pack to recruit new Kerbals, how does it work?
  14. I guess you are looking for this one: I don't use it for myself, but the description fits edit: oh wait...stock part revamp is not listed as supported mods...maybe it works anyway
  15. 4x4cheesecake

    How to you switch the direction of Rover Wheels?

    You can right-click the wheels and change the motor direction. That can be done while in the editor and also while driving. But the wheel rotation direction is a bit...confusing. The game determinates which motor direction is "normal/revese" depending on your control point, i.e. you have a probecore at the bottom and your dockingport at the front. Using the "control from here" on your dockingport or probecore will result in different definitions of "forward". The same applies to the steering which can be quiet messy if you have used the symetrie option to place your wheels because changing the direction of the steering/motor will always applies for both wheels of a symetrie group. So another possibility to change your wheel direction is using the "control from here" option on other parts or rotating the probecore horizontally by 180°. That can also be important after docking or, if you are using an external command seat, after a Kerbal jumped into the seat. These actions may mess up your controls again and you have to use the "control from here" option every time afterwards.
  16. Thanks for your answer ferram, it is good to know that the icons are not covered by the GPL. Maybe someone else want to do a 1.4 fork and needs this information, but I'm definitly not going to do this, it's way beyond my capabilities.
  17. You need a probe core which has 1) kerbnet access and 2) is capable to find anomalies. To get these informations, you just need to right click any probecore while in the editor. Some probecores got a higher chance to find a anomaly, so you might want to pick one of the better ones Bring your probe/ship into an orbit of the mun, right click the probecore and you will find a buttoon to access the kerbnet. This will bring up a new window, showing the body you are orbiting. Depending on your altitude and available FOV, you can see the whole body or just a part of it. All you have to do now, is waiting Keep watching the kerbnet map and if you are lucky and close to an anomaly, a "?" will appear in your kerbnet map. Zoom as much as possible to the "?" using the FOV slider and put a mark on top of the "?". This mark will be visible in your map view and can be selected as a target. I would recommend to use the "auto-refresh" option for your kernbet map and some time warp but don't speed up too much, auto-refresh time is not affected by time warp. edit: just realized I missed the third page and haven't noticed any earlier responses xD
  18. Well, I just got some self-educated knowledge in visual basic to write some tools for myself, so I've never thought about forking any other projects especially when I can barely read the source code. Would be fine for me if I can just upload the dll files (+ modified source code according to the license) but I'm a bit afraid that people expect any support with their issues while using the modified version and I'm absolut not capable to provide any support. Have to think about it.
  19. Roughly a month ago, ss8913 asked for permission to share the recompiled .dll files but didn't get an answer, at least not a public answer. I wouldn't share anything without an OK from @ferram4 either, even though the license allows it. Somewhat a question of respect.
  20. Rescue the rescue mission. Classic
  21. KSP doesn't care. The air intakes should provide some airflow at sea level, independent on the move direction, they don't even need electricity. This air flow can be reveserd und push back your plane.
  22. I've just tried for myself and everything works fine. Stock Mallard, splashed down, reverse and forward thrust are working fine and I can launch again. If you haven't done jet, you can try to switch to the KSC and back to your Mallard, just to reload the vessel. You can also try to push the plane with one of your Kerbals and look if you can get some air but it might be too heavy. Oh, since this is KSP, you can also try to open your cargo bays, they have some strange behauviour while in the water. If everything fails, just recover the vessel even though this will make the rescue mission somehow gratuitous.
  23. You can use a jet engine to power a submarine, so probably the water is not a problem Air intakes are open? Does the airintake also shows zero air flow? what happens when you switch to forward thrust?
  24. 4x4cheesecake

    Stock fairing settings explanation?

    Actually I don't have a reasonable explanation for all of that, but I'll try my best 1) I have no idea why you can choose odd numbers, my silder shows integer numbers only. 2)Ejection force: I guess higher ejection forces are necessary if you plan to open the fairing while you are still in the atmosphere (or at least your vessel is still under acceleration). The high forces pushes the debris far away so you don't crash into them. The only situation i've experienced so far to use low forces, is to protect your payload. Once I had the problem, that deploying a fairing with high forces causes some of my solar panels to break, so I reduced the forces and everything went fine. 3) Clampshell? (For me) just a better looking way to open the fairing, don't know if there is a real difference except for the visual effect. 4)Interstage nodes are a really nice way to stack up multiple payloads in your fairing which can not by attached on top of each other with an decoupler, i.e. if you have some probes with an antenna dish on top. Just enable the interstage nodes and multiple attachment nodes will appear above the fairing base and you can place your probes there (you will see the nodes when picking up another, attachable part). The truss structur is just a physicless (no colliders) visualisation for the interstage nodes, so your probes/payloads just don't floar in the air. The structur will only apparea if you have placed something on an interstage node, so just try it and you will see Be carefull when using decouplers on an interstage node. They remain there after decoiupling the upper payloads and may cause some troubles when decoupling the lower payloads (even though the truss structur is physicless, the decouplers keep their colliders), so I would recommend to use stack separator instead
  25. 4x4cheesecake

    [1.4.X] KS3P

    Oh, that will be a nice tool Thought about writing such a tool by myself after figuring out the structure of the config file but to be honest, that would take me a month or more