Jump to content

HeadHunter67

Members
  • Posts

    1,417
  • Joined

  • Last visited

Everything posted by HeadHunter67

  1. Lots of good Kerbal SCIENCE! going on in this thread.
  2. Do you mean, walkthroughs with pictures? https://github.com/KospY/KAS/wiki/Using-connector https://github.com/KospY/KAS/wiki/Using-containers https://github.com/KospY/KAS/wiki/Using-hook-bay https://github.com/KospY/KAS/wiki/Using-hooks https://github.com/KospY/KAS/wiki/Using-winches https://github.com/KospY/KAS/wiki/Resource-transfer https://github.com/KospY/KAS/wiki/Grabbing-and-locking https://github.com/KospY/KAS/wiki/Configuring-hook-bay (Found all those in that void you were talking about )
  3. The problem is, the entire planet would already have to be made out of the densest material known to man to have the numbers it does. If the crust is "normal matter", then Kerbin's core would have to be made out of something that makes osmium and iridium look... fluffy.
  4. A: "I would continue to serve my constituency in whatever capacity possible. I know I have the support of the people, and in four years, I will run for office once more." Q: "Tell us about this mysterious woman you've nbeen seen with in the papers?"
  5. This part looks great - I'm not sure exactly what to do in the config to make it into a KER part instead. It would look so much nicer than that big ugly tape deck or circuit board! I think I found the lines I need to enter... I'll go give it a try!
  6. You can deny that's tyranny, but only if L'Academie Francaise has redefined that word too.
  7. It's not half as bad as "Yinz", which is the popular slang second-person plural pronoun here in Pittsburgh... (I'll never use it!)
  8. Of that, there is no doubt! Statistically speaking, about 50% of humanity is of below-average intelligence.
  9. Because of the rudder. The human brain is an amazing thing that's capable of so much more than people like to give it credit for, isn't it?
  10. I thought this would be relevant:
  11. Hail fell here in Pittsburgh today. As for my first storm, just Google "Blizzard of '77". I'd daresay most of you have never lived through a storm like that.
  12. That might well be the case - I'll give that a try! That's a very insightful observation. (Though technically, HGRtest is not "inside" HGR - I merely moved all the subfolders into the HGR folder). [EDIT: Well, that sorted everything out! The engines are visible and the Pumpkin can looks pretty once again! I appreciate the patience and all the advice.]
  13. For the time being, I suppose I could drop the Spud and Radish from HGR into HGRtest instead? Would that work? If not, I'll deal with the duplicate folders until next release. Thanks for all the advice.
  14. I don't see any engines under my Propulsion tab in Parts Catalog - just the fuel tanks. Looking into the mod folder, I see the parts are there, not sure why they don't show up in my catalog though, even when I tell it to show all. :\ (I have advanced rocketry unlocked, they don't show up on the tech tree there either, in spite of the config. I just see your normal tank and the Radish on that node with my stock parts) The only thing that might cause that is I merged the HGRtest stuff into my HGR folder - didn't need two folders for the same mod - and deleted the duplicate pods. If that's the case, definitely a good reason for the Test packages to include the released parts too.
  15. Thanks for the tips - I'll try that out. I've got a couple of great stock two-stage landers, but the fuel lines always get screwed up when I save as a subassembly that can be used under a fairing base (since the bottom decoupler needs to be set as the root). So I've gone back to single-stage landers, easier to install into an interstage. That engine's got to be a mod part, too - is it also from RLA? I've got some of those parts installed but not all.
  16. I love the look of that lander even more than the one I did (I used the Soy-Juice Service Module under the Pumpkin) - I'd be interested in seeing what's under the panels though.
  17. There is one small problem with the hidden jetpack - the flags still show!
  18. I will try both of these - I'm pretty confident that it will work. Thanks for the help. [EDIT: Hmmm... that still did not work. I know it's ATM, because on an install without ATM the pod looks fine. I'm a bit annoyed that the config for that plugin is so arcane and difficult to change. Perhaps they should have spent less time on all the commenting and more on making it easy to change.]
  19. The only way that could be better is if he'd landed on the helicopter pad!
  20. That's because rotating your craft doesn't change the camera perspective. All you need to do is switch your camera to Chase Mode. Tap V a couple of times until it's in that mode. It's really recommended to be in that view anyhow, since it helps make docking more intuitive - no need to mentally translate your orientation into the correct attitude. In Chase mode, the ship's port side is to the left of the screen, starboard to the right, etc.
  21. Thanks - but which config? I'm not sure where to look - didn't see anything like that in the Active Texture Management config. (And honestly couldn't make sense out of what's in there despite the remarks - seems oriented to someone who already knows how to do the stuff).
  22. Are you in Chase mode? Remember that the orientation is not necessarily consistent with the screen view otherwise. "Up" to the craft may not be "up" on the screen. Think of it like the navball when you take off from the pad. "North" is down on the navball, but you push W to get there.
×
×
  • Create New...