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skbernard

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Everything posted by skbernard

  1. oh yeah, now that you mention it i do remember when you put this in a long long time ago, sorry bout that, thanks for the clarification,. love the mod (its been a long time since i played)
  2. hmmm, anyone have any idea why i would lose the ability to click next/prev size from the VAB right click menu, in only one specific savegame file... works fine in another savegame, and still works fine in the action groups menu... modlist stayed the same, the only changes i believe were in game upgrades to the VAB and LaunchPad
  3. JD has a great solution, but you could also use a claw - or also put three ladder sections on your ship, back up to the engine to recover and swap out your current one for it
  4. KIS doesnt work like that - there is no joining subassemblies, you combine parts, one at a time unfortunately...
  5. wow, i must say i was shocked to see this one in the release thread, congrats on the hard work - i'm sure this is buried in the DEV thread somewhere, but hows the memory footprint of this now? They do look like they share a bunch of textures which is good (if they actually do)
  6. is the new shroud node going to have... yup... nope... this is just a shameless bump because we'd love to know!
  7. it doesnt, this isnt required at all
  8. i dont think you understand how ModuleManager works - these aren't dependencies, these are tie-ins, bonuses if you have those mods as well - failure to have a tie-in mod does not break your game or create errors or crashes
  9. thanks sal that fixed it for me - turned everything super low and i got past that point in my reentry
  10. yup it already exists, press R to change which node you use for snapping (make sure it doesn't say srfAttach)
  11. stick a command chair on the end of a robotic arm - stick kerbal in chair, boom no RCS needed
  12. (again i'm at work so cant validate) - how much is the "ScienceBay" empty wedge by US - that can be used as a basis for what the support structure should be for wedges as its just an empty wedge also the minor diffierences in balance from these parts should theoretically be able to be offset by the torque of reaction wheels
  13. hey smurf - open up the configs for the cores you want to work with DMagic - scroll down and you'll find a section that lists all the allowable parts for each slot on the core (quad core has 4, hex 6, oct 8) copy my chunk of code into the end of each section for each slot sorry i can't give more specifics i'm stuck at work unable to supply my kerbals! well this isnt needed anymore! (see below)
  14. what about putting a decoupler/separator between the ground attachment thing and the rover - then just decoupling?
  15. hey guys, got ksp alt-tabbed, ran into an issue with the DMagic science wedges not being able to attach to the octocore through KIS - checked all the cores config and it doesnt accept those parts - not sure if this is planned or overlooked - checked back to page 145 didnt see a mention of it and there doesnt appear to be any repo links to check listed issues - (i'm going to update my configs now) just wanted to bring it up - great mod guys! configs updated - heres the snippet if you'd like allowedPartName= dmUSAsert allowedPartName= dmUSGoo allowedPartName= dmUSMat allowedPartName= dmUSGoreSat allowedPartName= dmUSImagingPlatform allowedPartName= USRPWS allowedPartName= dmUSMagBoom allowedPartName= dmUSScope allowedPartName= dmUSSoilMoisture allowedPartName= dmUSSolarParticles allowedPartName= dmUSPresTemp allowedPartName= dmUSAccGrav allowedPartName= dmUSAtmosSense
  16. why would you only use one and not the other if you miss things? KAS to KIS is like all those ContractPacks for ContractConfigurator - just get it - its like a handful of parts
  17. you can already, just gotta do it one piece at a time - being able to grab sub-assemblies would just be a shortcut to the mechanics that already exist
  18. certain science modules have pieces that extended through the boxes - but instead of placing a static hatch, you could place one that blows off - also a kerbal can remove a static panel using KIS but as a thought, perhaps you can have a functionality where you can click a UI button to hide the hatch mesh for a bit - i've seen this used in others mods - perhaps KONQUEST by Alexustas
  19. I haven't tried yet but can't you bring another kerbal near the piece, or potentially more than one to be able to carry the larger pieces? I swear I read that somewhere
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