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  1. Has anyone else had a problem with Making History Parts being duplicated / not being hidden correctly?
  2. If you use ReStockPlus, the new version deprecates the Mallet and the Striker, because KSP 1.8 adds the Mite and the Shrimp. So - you are left with zero propulsion options in the Start and BasicRocketry tech tree nodes. In a normal game, you can milk a bit of science from the KSC biomes to get up to BasicRocketry, but that only gets you a liquid engine. I believe the idea of the mod was to start with SRBs, so I've created a patch that moves the Mite and the Shrimp in the same way the Mallet and Striker were moved last version. Two changes to UnKerballedStart.cfg: Line 16 (start node): @PART[batteryPack|SurfAntenna|sensorThermometer|probeCoreSphere_v2|Mite]:NEEDS[CommunityTechTree]:BEFORE[zzzUnKerballedStart] Line 26 - Add an entry for the basicRocketry node: @PART[Shrimp]:NEEDS[CommunityTechTree]:BEFORE[zzzUnKerballedStart] { @TechRequired = basicRocketry } There are two other parts deprecated in RestockPlus in the same way, a 1.8 metre SRB called the Anvil and a 1.8m nose cone. They probably also have new stock versions, but I've yet to reach them in the tech tree to know where they go.
  3. I see that the Anvil 1.8 metre SRB is deprecated in the 1.8 version. Which of the new SRBs replaces it? Thanks!
  4. Has anyone come across problems when trying to attach multiples of the LV-T05 and LV-T10? Example images below. I've tried to look into attach nodes, but have not been able to decipher them yet I'm running Restock and Restock+ if that helps. Attaching a single engine: Attaching multiple engines:
  5. I'm tired of the Rockomax decouplers breaking up the clean lines of my rockets. I used to like using the Procedural Fairings decouplers and before that KW (it was a while ago). The flat grey was more to my liking. Can anyone recommend a mod with nice looking 0.6, 1.5 and 2m decouplers/separators?
  6. Hey taniwha, are you ok with someone updating the entry in the CKAN meta data repository to reference 5.0.1? Those using CKAN still see 5.0.0 as the latest version. I would update it but only if you're ok with that. thanks
  7. Here's a tip for some extra cash just at the beginning - take the 5000m altitude contract, and carefully make sure you only just make it. I then got another for 11000m, then another for 22000m, then another for 33000m - all paying in the thousands. Some fuel and thrust modifications on the RT-10 make these possible and bring that little extra cash in at the beginning. Especially helpful on hard mode.
  8. Is MM 1.5.5 a new update distinct from 1.5 (http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-%28Nov-11%29)?
  9. The wiki has Eve atmosphere at 96km - has it changed in 0.21?
  10. I had the problem of the map view jitters as well. There is a fix posted from this thread that worked perfectly.
  11. 1.) Pressing F3 during flight pauses the game and brings up the flight log - this might be what you need. 2.) http://kerbalspaceprogram.com/0-18-1-kerbal-engineer-redux-v0-5/ - The Engineer plugin gives you lots of useful information during building and during flight.
  12. They definitely need re-packed before the lander is re-used, but it isn't necessary before you take off again. Using this lander, I would always repack them while on EVA after I had taken off and docked with the station. EDIT: I can see the safety benefits of repacking them before takeoff - an ascent failure could result in an emergency landing.
  13. If you can manage to land using only parachutes - you can actually carry a little less d/v than a Mun lander. This was mine from 0.20. When fully loaded with fuel, it could depart from an orbital station at 100km, land using parachutes, then take off and return to the same station using appox. 1500 d/v.
  14. This is a good example of what Frederf described. I have tried to re-create this, but can only watch in awe and hope to be this good one day.
  15. For everyone who is having problems, in this video http://youtu.be/-tslKIlAxHQ C7 mentioned the new SAS system in relation to joysticks, and states the need to set deadzones. Perhaps the drift from stable can be attributed to micro-inputs from an ever-so-slightly off center joystick or controller?
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