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SkyPunch

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About SkyPunch

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  1. Just doing some tests on an industrial complex base I plan on deploying to Minmus that has tundra refineries and tundra assemblers doing the primary work with 3.75 ISRUs and Ranger workshops for boosting purposes. I was able to get everything balanced out well and am now trying to figure out how to crew the vessel for additional bonuses. It would seems that I am running into two unexpected behaviours: It seems that the bonus jumps when I add the first engineer or technician, but every additional one I add does nothing. In reading through many posts and the wiki, I could not find where it ex
  2. Sounds pretty extensive and I am a novice at MM, so I don't think I will be attempting that anytime soon. Thank you so much though for the reply!
  3. Ahh, thanks for the clarification @DStaal. I will make note of that for the future. Cheers!
  4. I don't know if I can adequately and elegantly answer your question(s), but I can be brief per your request. DIY kits can be launched from Kerbin via the VAB or SPH. They are much easier and lighter to handle and you can deploy a very complex vessel or base this way, which would be very complex to assemble off world. To open the finished vessel from a DIY kit in situ, you need a workshop, some engineers, and some material kits (the amount of each is given in the DIY kit info box in the VAB or SPH). That was the original mod, but since @allista has added the ability to make DIY kit
  5. @allista As quoted above from @ss8913, after the update this still looks to be an issue - or it could be as designed - I'm not sure. To reiterate the quote, RCS translation and rotation both off, RCS on, when control input is entered for RCS, TCA zeros the thrust limiter of the RCS in the direction of the input. One major use case here is docking of ships on the surface (one sitting on the ground), letting TCA hold an altitude or slowly descend above the target, while guiding the horizontal translation to the docking port with RCS and a docking aid like docking port alignment indicator. Tho
  6. PS It appears Spacedock might be back up, as I just updated a couple of Nertea's mods and ATUtils via CKAN. I did not see any other updates for @allista's other mods though (including this one).
  7. @allista Was looking through the patch list and noticed that MKS was not there. I know you support the resources from MKS, but I am referring to the tanks themselves, which all use FireSpitter and have to be modified in the .cfg file or via ModuleManager (which I have not successfully figured out how to do yet) if you want to change their contents. I enjoy your mod so much, but miss it when I am working with MKS tanks (which I use mostly because of the Warehousing module on his stuff which allows for the logistics to work). Any interest in this or would you point me in the right direction t
  8. @allista Thank you so much for your hard work and dedication, and thank you for the latest release! I hope you and your family are staying safe!
  9. I just wanted to take a moment and say thank you to you guys for trying to fix this in Allista's absence. It is really appreciated.
  10. @Daishi That patch worked perfectly, and also fixed the localization tags! I can't tell you how much I appreciate you guys working on this and responding so quickly. Thank you for your dedication to making mods that allow us to enjoy our quarantine more!
  11. Seem to be having an issue on load with OSE Workshop trying to get the part recipe for the Single Probe Core. The loading screen hangs at this point and never comes back. Here is an excerpt from the log file: [OSE] - Loading PartRecipe for USDoubleProbeCore (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [OSE] - Loading PartRecipe for USSingleProbeCore (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at Works
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