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Olsson

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Everything posted by Olsson

  1. You literally just have to divide it by 365 to get years.
  2. Still can not get the fairing cross-section to place. I can place the first cross-section just a few cms up from the base and then after that I never get a green marker it's just that orange.
  3. I do not get those green build nodes around the fairing. Instead it makes me place the fairing cross-sections just like stock fairings.
  4. Hmm, for some reason the ranges on the antennas are not working correctly. Either they are all red even if they should be in range or they are all green (if I remove evamanager.dll). I've tried reinstalling but nothing seems to work. I did install remotetech and RSS/RO mods earlier which I later uninstalled but since then antennarange hasnt worked properly.
  5. Why the hell is it so hard for me to build fairings with the parts that come with this? I can only place the first cross section a few cm's up from the base and then after that I can't place any more cross sections.
  6. So how do I get a drogue chute to be able to open above 350m/s? Because I'd love if drogue chutes were able to as they'd be more useful then and it would make duna landings easier. Also, what are the effects of different materials? If I understand correctly, they have different drag values meaning that kevlar chute will slow my vessel more with a chute of the same size as the others?
  7. I can't find the second antenna anymore. I think my KSP got bugged somehow after I installed remotetech, RSS/RO and then uninstalled it because it wouldn't work correctly with contract configurator. So I uninstalled all that and reinstalled AntennaRange for my modded KSP but now the second antenna (not the whip or the dish one) wont show up in my VAB/SPH parts even though I've unlocked the tech that it requires!
  8. Log: https://www.dropbox.com/s/5iht89g3khmjw91/output_log.txt?dl=0 Gamedata: http://i.imgur.com/LBo65Sn.png I'm running 64-bit, so it might be the cause of the issue. However I read that you're implementing 64-bit support so I'll try my luck anyways. Anything I missed? Anything I can do to help or make it easier?
  9. This does not seem to be compatible with RSS/RO. Installed, no contracts show up in mission control, no contract packs installed and installed have both been tested. Once contract configurator is removed, contracts show up as usual.
  10. Can I tweak the g-force values for this to work with RSS/RO better? Does anyone know what such values might be? Also, on that subject how do I get this to work with DRE? Do I just cancel out all the DRE G-force variables?
  11. Alright I have a question. Trying to land on Duna can be hard as the atmosphere wont slow you down enough so once you need that chute to be deployed you might be going too fast. But the problem is I can't deploy a drogue/drag chute above 350m/s because I'm using deadly re-entry continued. What's the point of the different materials besides their drag? And is there someway to allow drogue chutes to open at higher than 350m/s?
  12. 1 - I kind of agree with you. I pointed this out earlier to dear Yemo and he told me that this is to buff probes and nerf manned landings. I agree with him and I understand why, but part of me disagrees because I'm not entirely convinced its a neccesary balance change as manned landings are nerfed significantly with tech delay, life support, deadly re-entry, etc. 2 - The part with apollo-style landers, I agree. It's not really a problem in the Kerbin SOI since you're probably just going to launch, land and return the same vessel. But if you're landing on duna and want to get those experiments back, well, that's a whole different story. 3 - You can change it in the configs quite easily, there should be a value in the parts that you change from False to True. Recoverable = False. Set this to true.
  13. I remember in the early versions of Deadly Re-entry, the first one in KSP 0.20 or similar. The heatshield or capsule had their mass off-set slightly so once you decoupled your service module you could rotate the capsule to generate lift in the direction you wanted. So if you were coming in too shallow you could align yourself to come in steeper or vice-versa. DRE doesn't add that and I understand why but I've been wanting that utility for quite some time. Now that I've found this it seems that I've found something similar! The heatshield looks awesome, cant wait for the DRE compatability patch!
  14. I'm not sure if I did something wrong, but the mun seemed awfully close to Kerbin after installing this mod! Does anyone else have this issue?
  15. Oh well, if it isn't configurable (the stock MPL) what about integrating this into the Community Tech Tree? http://forum.kerbalspaceprogram.com/threads/54774-1-0-2-Station-Science-%28v1-5-1-0-2-compatibility%29
  16. You did obviously not read my entire post. I'm playing on hard mode and the point of SETIctt is to make the tech tree longer and more rewarding to unlock. In stock you can unlock the entire tech tree just by landing on mun and minmus, it's not supposed to be that way in SETIctt which is why you do not get as much science for the experiments there. However these experiements data value has not been changed from the stock value so they give you too much data which means too much science for what the experiment is. A mun surface sample shouldn't give you 74 data in SETIctt.
  17. Hey there, just another heads-up and suggestion from me after playing with this mod. Science is much harder to get just to keep the pacing better, you're not supposed to unlock the entire tech tree from Kerbin, Mun and Minmus. That's what I like about this mod, but after docking several experiments from the Mun to my space station and using the data to produce research points I've gotten up to about 2000 research points with only 200 data or so. This seems way too much, I recommend lowering the amount of data you receieve from Mun experiments or maybe tone down the amount of research you get per data. I've got 2x kerbal scientists in the station at 2 star rank each.
  18. I read about this mod first in the Add-on suggestion forum and now I see it's been done! I'm glad to see. I've just got a few questions. Do you get contract money and contract research points ontop of the research you get from the experiment itself? If so how are you planning on balancing this to not just turn career into science mode with free money from science experiments?
  19. Does anyone know a good config that works well with SKY - Scaled up Kerbin mod? At the moment all heatshields (including the mk1 command pod with integrated heat shield) blows up instantly on the launch pad.
  20. I edited the .cfg like they told me to in the thread. But for some reason my heatshields just explode on the launchpad immediatly. Also the mk1 pod with the built in heatshield is instantly destroyed upon launch. And EVE nor GEM fx doesn't seem to work together with this, even though Kerbin itself looks very good with a high resolution I do not have any clouds or GEM fx effects.
  21. So using Deadly Re-entry, FAR and RealChutes are there any changes I need to do in the mods? I know there needs to be some kind of edit in the DRE to work together with this better but I'm not sure what that edit is.
  22. Well blizzys toolbar dissapears when you go into mapmode. I just installed the latest version of trajectories and I still do not have a menu or a GUI.
  23. For some reason this mod is not compatible with Procedural Fairings, if you try to edit the interstage fairing base with right click then you can't right click any parts in the VAB.
  24. But the interstage fairing base clutters my spacecraft if i place it there . Can I make it invisible or smth?
  25. Wait, how can you construct a fairing from the heatshield when you don't have a fairing base? Also how would I go about creating a partial fairing, one like for example the one used to shield the Lunar Module and the CM tanks in the apollo missions?
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