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Seeker89

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Everything posted by Seeker89

  1. I have to agree with here CobaltWolf. I would rather only have one download then remove the parts I don't want.
  2. Would it be possible to make two different PID based on size, trust, what not? Like what works for a smaller craft doesn't work for the much bigger ones, and maybe what works for the bigger ones doesn't work for the smaller crafts. If you find what works, you could make it switchable. Sorry, most likely not helpful..
  3. I had a few ideas.... (about this...) My simplest idea would be.. to be able to edit the waypoints(TCA path-points). That way we could get the information off of WPM and use that manually to plot the course.
  4. Your ranger advance probe isn't connected to the CommNet. That's why it isn't working.
  5. Hey everyone. I have been looking at this for sometime and through many play through, and I just don't get it. What does all this mean? and how can I make a node with one of the node editors?
  6. How well does this work with the mun's SOI? like I launched a payload and went about 46000km from kerbin and back. How would it handle me selecting mun's orbit and it happens to be in mun's SOI? I figured out how the deploy works, so how does the transport? could I only transport the amount of resources that I send up? like if on the transport mission I only send up LFO, could I send up rocket parts? Does the transport's LFO not touch the payload's LFO?
  7. I think this mod is very interesting. My only problem was the cost of the GNparticle as emptying one Condenser Drives and putting it outside with some solar panels, and that's a good 10k right there. So I ended up nerfing it and increasing the cost of the different drives. For fun I made an over-priced battery for the GNparticle. That and making a simple craft, recording the flight with Kerbal Space Transport System, and I got a very cheap way to get anything to space. btw. I didn't watch the show.
  8. Hmm.... I have a large request... could you make a video on the use of the macros? I know how much you love videos.
  9. I'm kinda having that problem.. all command modules show "TCA: unavailable", but all modules are unlocked and it all works from what I use.. I thought it was because of the MM I made up to unlock at start. EDIT: Status in the manuel says that it's all on... btw
  10. That makes much more sense.. thank you. The pictures were just what I needed. Maybe Allista could integrate them into the wiki. So what would you guys do for shuttles? lets go stock... how about the Dynawing? and the Slim Shuttle?
  11. I can't seem to get my pictures to capture... how about this.... I normally just leave any engine pointed down at default. But I don't know what to do with engines that are pointing another way. And it's mostly like just me..
  12. I have a few questions.... Is there a way to target waypoints and fly to the waypoint? like accepting that mission and flying to it? or using waypoint manger? Is there a simple way to have tech at the start node? without going through the TCAtechtree.cfg and changing them all to start? could I use an MM to make it patch friendly? How does this mod work with servo mods? like using an engine that has VTOL mode and a normal mode? And lastly I'm still a bit lost on the Engine modes, and I can't wrap my brain around when to use what. Could someone like take a screen shot of a craft and have arrows and tell me which one to use? Please? Seeker89
  13. Could be because you got it from spacedock? the spacedock version is .0.3, github is .0.4. hope that helps.
  14. Every large update has broken(most) mods. Think of when they updated to 1.1... that update broke all mods that use a GUI, or the one that changed the way parts were loaded in the game, it too broke mods... it's the way it is... Besides not all mods are broken most part pack mods still work and many mods already have been updated.
  15. Hey all So I know RoverDude does things on for a reason, and RoverDude you make really good mods, which I have been following most likely from the beginning. Any how, the only problem I have with the Malemute rover is the lab, it says it's a lab but there is no lab in it... and for some reason my OCD decided that it bothered me... So I have made a wonderful MM for this, for anyone else it bothers. (which could be just me...)
  16. @RoverDude I wonder if a good way to counter act problems, like the gif above or using the magnet to throw parts. could be to set the default of the magnet lower?
  17. @FreeThinker & @Nertea, I just wanted to say good job on working together to make it easier on us mod users. And good job on other mod makers who also take part in helping and working with each other.
  18. That's not really true. You only really need one per planet, get it in the right incline... between 86-90 and your set. I normally set one for kerbin, then mun, then by the time you get one to minmus, kerbin is done. anyways with the new com system that is in 1.2, you'll have a good reason to send the satellites up there.
  19. Both mods has released a pre-release. You can find them on the github. KIS Releases on Github KAS releases on Github
  20. From what I can tell about this problem, it could be a mix between the two, but I think the problem is with USI core. By trial and error, I found the error is only there when we have the file: AddConsumers.cfg. which(as of course you know) adds the ModuleLogisticsConsumer to any ModuleCommand through the use of Module manager. Could there be something wrong with Logistics in 1.2?
  21. I end up using both. KER mostly for the info and info on the 'hud' without more windows. And mechjeb for the autopilot. Though now there is mods that take autopilot aspects and expend on them like Throttle Controlled Avionics for landing and flying on the planet. I'm sure there is anothers. I believe because it's it a single player game, I can play how I want, but it's more rewarding when I do things myself and don't use autopilot. I still cheat with hyperedit...
  22. Hey all Well my daughter is pretty young but she taking to watching a tv show called Ruff-Ruff, Tweet and Dave. On the show there is a aircraft, ship type thing, called the Spin Again. I thought it would be cool for someone to mod it into the game. https://www.youtube.com/watch?v=wcQYxU6BKCM Here is a youtube link to the show. Thanks Seeker
  23. here is a good link for you. look through the 4 pages there is most likely the cfg that you want.
  24. Well Interstellar Fuel Switch can switch tanks in the latest beta patch FreeThinker adds switching to all tanks. But as you already have firespitter, and USI, I would guess that you would have FSfuelSwitch, you could look through those pages and see if you could find out if anyone has done it already.
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