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About rifter

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    Rocketry Enthusiast
  1. Really minor annoyance: a messagebox from KSP Add-on version Checker - Issue Monitor pops up on startup claiming that "The currently installed version of Kerbal Konstructs was built to run on KSP 0.24.2" This is with version 0.4PRE4d, running on Linux x64. It otherwise seems to be working great.
  2. An updated firespitter comes with B9 5.2.6, if you can afford to download the 62mb for it.
  3. The new hypersonic front section looks to be shaping up nicely, too:D
  4. A realfuels config for US_core and US_TAC @PART[US_i_Wedge_FuelCell]:FOR[RealFuels] { @RESOURCE[Hydrogen]{ @name = LqdHydrogen @amount = 3.5527321 @maxAmount = 3.5527321 } @RESOURCE[Oxygen]{ @name = LqdOxygen @amount = 1.73 @maxAmount = 1.73 } @MODULE[USI_Converter]{ @inputResources = LqdHydrogen, 0.00008214208, LqdOxygen, 0.000039999018 } } @PART[US_Wedge_Fuel]:FOR[RealFuels] { MODULE { name = ModuleFuelTanks volume = 75 type = Default } } @PART[US_Wedge_Monoprop]:FOR[RealFuels] { MODULE { name = ModuleFuelTanks volume = 100 type
  5. Will regex be adding unitCost to the fuel types at the same time?
  6. I can't seem to get the mk16 under RealChutes to replicate your problem (with a single engine, tank, mk1 cockpit). Does the RealChute parachute do the same thing? Also, in, the stock parachutes are bugged when you switch away from the vessel and switch back. If you plan to use them with RealChute installed before the bug is fixed, you can delete GameData/RealChute/ModuleManager/Stock_RealChute_MM.cfg, which will cause the stock chutes to revert to stock parachute behavior.
  7. Not sure if this is intentional or not, but the AJE_1.6pre1.zip linked in the first post appears to only have the source code for AJE in it.
  8. I also had some problems like this where with SAS on, the rocket would start rolling more and more. Turned out to be that I had to reverse the controls (a right click tweakable on the engines) before this behavior would correct itself. Only really applied if you are using SAS. Also, with RCS build aid, you can check to see if you have any torque being generated by your engines in the VAB.
  9. Yeah, that would do it. My testing setup had rock containers and karbonite tanks radially attached, and a karbonite extractor on top. The fuel tank for conversion was a normal one that was attached radially. The distiller would only put the karbonite into the fuel tank when attached inline ( I didn't bother with the fuel line, it should produce the same result) Here is my a picture of it:
  10. I am supposing it is probably too labor intensive at this point to switch to TouhouTorpedo's modular multiwheels? It appears to use it's own wheel system, which apparently fixes some of these things.
  11. Yeah, I had this problem as well, end solution is just run a fuel line from the tank you want filled to the converter. Alternatively, put in an inline L/Ox tank.
  12. When I fire crew who I have acquired through rescue contracts, the game bugs out (basically it only half changes scenes, won't let me access the main menu, only way out is to kill the application) The way to fix it was by deleting the relevant records of the kerbal rescue missions from the persistance.sfs. The bugging out may be related to another mod interaction, though.
  13. Anything that involves gundams is going to be OP by default Spoiler: this is the core that makes the magical impractical robots more OP than normal impractical robots(in 00, initially anyways). It works on sufficiently advanced technology:wink: In the meantime, where is the red version that gives those too close space cancer?
  14. Does that mean I have to hold "H" constantly to go up?
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