Jump to content

GavinZac

Members
  • Posts

    700
  • Joined

  • Last visited

Everything posted by GavinZac

  1. It's already in Q&A and since that was 2 weeks ago, probably testing. Barring a disaster there, it should be out SoonTM
  2. It does say you can rotate the parts when you are in attach mode. It also says it in the OP somewhere.
  3. Please read the documentation. You can change the orientation of the part in three dimensions using b / n, alt+b / alt+n and alt_gr+b / alt_gr+n
  4. Warning: the grappling hooks (KAS edition) don't seem to work, and pass through it. But I think the radial attachments will work just fine.
  5. Yup. Strutting the ship to the asteroid once you've caught it is a Very Good Idea.
  6. Anyone can. This is the meat of Damny's license: Provide the same license and don't say "this is Damny's official ScanSat update", and you can basically do what you want.
  7. It's harmless. Delete MMI_Kethane.dll if you want to make it go away.
  8. Are you saying that you can pick things up, and put them back, but not move around?
  9. It may be something to do with node sizes also. Stock KSP has changed the way stacked nodes connect. The larger the node, the tougher the joint. Edit: oops, I've responded to a very old post. Probably doesn't apply.
  10. Yes, ModuleManager doesn't care where you put the .cfg files. I have a dozen or so and keep them in a MM_config folder. Note that it's a good idea to leave ones that come with individual mods in their original locations for when you're updating.
  11. Thank you for the effort, but it seems there are some problems with this build - only the SpaceObjects icon shows, the others now being little question marks; and it no longer has toolbar support.
  12. I presume you mean 0.23.5. Yes. It generally is safe to assume that mods are compatible with 0.23.5 unless otherwise stated.
  13. There's nothing that can be done about that really without making a whole new Solar Panel module. That is; FAR never did this, nor intended to. It's an aerodynamics mod.
  14. I have 89 mods including plugins and part packs installed. Everything is pretty much up to date now, and I'm having no issues.
  15. In that entire day, did you think to consult the thread of the person who makes the things that were going bang, wherein you would have seen him giggling like a precocious schoolgirl?
  16. I'll respond to you again in case you miss it elsewhere. In both that figure of 17 days, and the second figure of 272 days, there are the same number of seconds; but the minutes, hours and days are being measured differently. However, the point in time that the manouver node occurs, the point in time that the Alarm fires, and the point in time that the TAc supplies run out has not changed. Those are all measured in seconds, and the number of seconds has not changed. If you want to make it so that they're both showing the same clock, change your time settings in General Settings from Kerbin days to Earth days.
  17. The plan, I imagine, is a little display that still shows you how long it will keep Jeb alive, just like the window that already exists in TAC.
  18. The alarms have not changed. The displayed date has changed. If you watch a time in-game count down, and watch an alarm count down, you'll see they both reach a certain point in time at the same moment, just at different rates. This is because both are stored as seconds, but displayed in hours and minutes which are very different if you're on Kerbin or Earth. The same should apply for TAC, there is no decrease in the number of seconds a Kerbal will survive. To fix this dissonance, you can switch back to Earth time in your General Settings until the mods have been updated to allow a Kerbin time option.
×
×
  • Create New...