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Krymson Skorpyon

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  1. @Kerbaloid In KSP 1.10.1 and earlier, you didn't have the option to put jetpacks and parachutes in the Kerbals' inventories separately, because inventory slots for jetpacks and parachutes did not exist until 1.11 (the notes that you yourself quoted in your first post said as much). In KSP 1.10.1 and earlier, jetpacks and parachutes were part of the Kerbals' "standard equipment" by default. In KSP 1.10.1 and earlier, when my Kerbals went EVA, they had jetpacks and parachutes on them. @OHara posted a link to an item on the KPS bug-tracker site that describes this very b
  2. Thanks, @OHara - I'll take a look at that. @kerbiloid, did you even read what I wrote?
  3. @Martian Emigrant and @pandaman, thanks. I was afraid it might be a matter of "when the developers upgraded the program to add those inventory slots they did not put the jetpacks and parachutes in the inventories of Kerbals who were already in flight." As a software developer I think that's a horrible oversight, but est quod est, I suppose. I hate the notion of cheating to fix it, but given that the developers f***ed up that part of the upgrade, I'm going to cut myself the required slack. Thanks for your information - it was helpful. @kerbiloid I saw that announcement. If you'd read my q
  4. I took a break from KSP for a while - the last version I ran was 1.10.1. When I came back, I had several vessels in flight, and now none of the crew have jetpacks. Is there anything I can do to fix that? I can't send my engineers EVA to do maintenance on engines.
  5. Thanks, @linuxgurugamer, but that's a little beyond my reach. I guess I'll have to wait for someone better equipped for this to step up and release a 1.10 version of KerBalloons.
  6. For those of us (like me) who aren't modders, can you provide instructions on how to adopt the mod without the normal ZIP file download? Pretty please?
  7. I broke down and created a sandbox game and alt-f12'd my stuff into place to test it. Pro tip - the lander probe that works fine on Duna? Eve chews it up and spits it out without even so much as a burp
  8. Yes, yes, I know - KSP is a simulator. What I mean is this: is there a way to test in-game how a craft will behave in a given situation, other than to make a save, cheat the craft into that situation, and then run the game? I have a science lander probe design for atmospheric bodies, and I want to make sure I have enough parachute for a soft landing.
  9. Forgive a noob question (and I hope this hasn't been covered already - I didn't find it when I did my search), but what is the "Thrust Window" that is supposed to unlock when I research "Advanced Flight Control"? I can't find documentation for it, and I don't see it in the sandbox game that I started up to look for it.
  10. In the administrative building, there are options to get a one-time infusion of cash by "selling" reputation or research. I don't see an option to spend a chunk of cash to get reputation or research, though - just long-term policies to trade it on a mission-by-mission basis. Am I missing something?
  11. I have an Ascent Guidance question - why would you ever release boosters early? I tried that a couple of times with my standard booster setup, and every time something hits something else and... well... NASA would classify the results as "rich in learning opportunities".
  12. Are there other prerequisites to do an "emergency harvest" from the greenhouse? I looked in the Kerbalism Wiki on GitHub and it just says that you can do it. When I right-click on my greenhouse, I don't have an "emergency harvest" option, and I don't see food as a transferrable resource.
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