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  1. You could probably ModuleManager/Kerbal-rig them into deployable power sources using MKS's PowerDistribution model.
  2. Mate you're going to have to provide more details than "does not work" as r90 works perfectly fine on 1.12.3. It's likely you have something installed incorrectly -- put your logs up on Dropbox/GoogleDrive/OneDrive or copy-paste them into Pastebin so someone has a chance at helping you
  3. In my experience x-science doesn't break the collect experiment function. But using its Science Here-and-Now window to run experiments can break things if the part uses `DMModuleScienceAnimateGeneric` instead of `ModuleScienceExperiment` (like the BDB cameras) resulting in no valid science being logged in the first place. If that's the case here it's best to run all experiments manually and *only* rely on x-science for notifications and tracking. Details here from last year —
  4. Feature request if/when you revisit this mod: Add an option to *not* disable warp if the craft is uncontrollable.
  5. I can't remember if changing a part's name with ModuleManager breaks stuff but: @PART[evaChute] { @name = evaChuteNoAuto } Should work and would let you still manually add the chute to a Kerbal's inventory.
  6. iirc the EVA chutes are just a part; I’m wondering what would happen if you rename the part cfg to Parachute.cfg.bak to keep it from loading. (Or alternately editing the part name in the cfg file to see if that keeps it from being automatically added to Kerbals’ inventories)
  7. The real Ranger rough lander was designed to handle a landing of 67m/s (220ft/s) so if anything BDB is nailing the historical accuracy. That said the best luck I've had with the Ranger rough lander and other time-sensitive burns with solids is using BetterTimeWarpContinued to run the burns in slow-mo. It's *a lot* easier to time a suicide burn when time is running at 1/10 of actual.
  8. @ss8913 Latest pre-release --> https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases/tag/2021.03.12.01
  9. Not trying to make more work for you, but would reimplementing PlaneShine's lighting effects in Parallax be possible?
  10. Have you thought about doing a Youtube channel? I'm thinking like Drachinifel except spaceflight instead of naval history.
  11. @TaxiService -- Would it be possible to add an arbitrary number upgrades for ground stations? It would be interesting to have more granularity in ground station ranges with correspondingly increasing cost. e.g., First level only reaches to about 100-200km. Good for low-Kerbin orbit for early launches Second level has a range of a few thousand km. Third level can reach Mun/Minmus Fourth level is sufficient for the inner solar system (i.e., Dres is just barely in range depending on orbital alignments) Fifth level is true DSN I realize this could be accomplished by parking relay craft on Kerbin next to level 1 ground stations but it would be nice to have an integrated solution
  12. That might be it or it could be a completely different mod. fwiw I was able to reproduce your problem with NFLV installed and Zorg's update fixed it. Hope you find the same
  13. This might be related to the same problem I encountered with the LR9107-167 that you already fixed. I didn't catch it in my current career game as I haven't had the time to get that far up the tech tree The problem would only show up if another part that loaded after BDB was applying the same template to differently named transform. Just poking quick at the current release it looks like the Decker is missing overrideParentTransform from the kerolox template @OrbitalManeuvers do you have Near Future Launch Vehicles installed? It uses the same template as the vega engines but applies it to a different thrust transform.
  14. Post your full log on Pastebin or something. It's been awhile since I've had Kerbal installed under OS X but I'm pretty sure there isn't a Gamedata folder inside the app bundle
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