123nick

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About 123nick

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    Sr. Spacecraft Engineer

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  1. i like the idea. would it be possible too also have options too have a module manager patch that lets u adjust the parts of your craft and their collision with all other parts of the craft, without individual unique parts? like, so i can have the surface of a cargo bay collide with wheels of a docked rover?
  2. hey, have you thought of adding additional parts? like especially alternatives for the ground assembly line? iirc its the only part with the GroundAssemblyWorkshop or AssemblySpace partmodules, yet its strange shape makes it EXTREMELY unwieldy in putting inline on a space faring vessel. i would not mind if there was alternatives too it.
  3. i noticed that the SSTU centrifuges, even when expanded, dont offer any extra habitation or work as a habitation multiplier for USI-LS. would support for USI-LS be possible?
  4. will it be considered as something possible too add in a later update?
  5. does this mod support Global construction? it is similar too EPL in that it lets u build vessels in situ, but its also different in some ways too. i think support of it would be nice.
  6. wheres the alternate config that lets the variable angle Vtol-engines use FSVTOL part module for smooth dynamic adjustment of thrust angle?
  7. nice! will you be updating too fix this bug soon? glad too see you figured it out regardless
  8. did you figure out what it was ?
  9. i seem to get errors whenever a part on a vessel inflight detaches or is destroyed, and a big lag spike accompanying it, or when tweaking a parts resource storage in the editor. i get this error in the editor: addendum- on further notice, i get the second error when inflight and the first error when in editor. the TCA functionality itself seems to work fine- the engines work, and thrust limit is adjusted dynamically when TCA is enabled, but the errors in the log lead too random lag spikes regardless. any idea whats causing this?
  10. ok, thanks. funnily enough, installing modular fuel tanks also fixed the NRE spam when i have a stock tank, even with cryotanks still installed. will cryogenic fuels, still boil off, due too KSP-IE boil off mechanics? and, could i just delete the cryotanks plugin and remove mentions of the module in the cryotanks part definitions and replace them with KSP-IE boil off part modules? i made a ship using the big tanks, and id like too still use it.
  11. i have some NRE spam too log when i place some certain parts into the editor (like the Mk3 rocket fuel fuselage), log: https://gist.github.com/96d8cbac40c30ae5a8aaa3b2810621f6 i have a couple other mods that might have their own form of boiloff (recently SSTU had a boil off part module added, and KSP-IE always had it) so idk if those are causing some incompatabilities. if it helps:
  12. also, on the github wiki, theres a dead link: the hyperlink i mouse over leads too a "sorry, we could not find the item you are trying too view" page.
  13. ah, ok. thanks, id assume id just use the part that comes with the KSP-IE installation instead? i mean, having kerbal atomics and KSP-IE seems to give you an overabundance of nuclear engines anyways, so i guess ill just use whatever works
  14. when used with KSP-IE, will this mod have module manager compatibility with the KSP-IE set up of nuclear engine, which is a part with both a "reactor" part module and a "thermal nozzle" part module? iirc, the KSP-IE system is in depth enough too manage the various types of nuclear engines in this mod, and can handle things such as a wide variety of fuels (most liquids run) and various reactor fuels. im not saying your modelling of nuclear engines is inferior, but having all nuclear engines in my game run the same way would be nice, is all.
  15. ok, thanks. i remember pathfinder had an update recently that fixed their own flex tubes, so i might just use those instead for now. iirc, they are mostly identical except for a docking module on the MKS ones.