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  1. Is there a way to make solar panels work with kerbalism that don't use the stock modules? Trying to get the SSTU panels to work in background simulation. Following mm-patch adds the solar panel reliability to them: @PART[*]:HAS[@MODULE[SSTUSolarPanelDeployable]]:NEEDS[Kerbalism,SSTU]:AFTER[SSTU] { MODULE { name = Reliability type = ModuleCurvedSolarPanel title = Solar Panel redundancy = Power Generation repair = true mtbf = 36288000 extra_cost = 2.5 extra_mass = 1.0 } } But that doesn't seem to be enough. I also did read the docs and been hoping there would
  2. I just tested the saturn pad in KSP 1.4.1 and everything seems to work nicely, except for the crane. It just doesn't move. Tested it with staging and action group.
  3. I run in a odd problem on my early space program, where I only have directional solar panels. The Kerbalism calculations for EC seems to not take into account that a craft would align itself to the sun all the time, so I have to jump from craft to craft to make the game recognize that it still has power input. This is especially a big issue when you want to timewarp for a while (as example to finish one or more time based contracts) and on manned vessels, since the life support systems are shutting down. Is there a way around this issue? I really like the mod, but it's no fun to jump from
  4. It was meant to be a joke with no intention to be rude. I apologize.
  5. I was wondering why my props don't work (KSP 1.4.1, SXT and I found in Firespitter/Plugins a Firespitter.dll.mdb instead of Firespitter.dll. So I would conclude someone @linuxgurugamer has grabbed the wrong file out of the github repo and put it in the latest release But don't worry, it happens. You're doin a great job maintaining the mod.
  6. Hey, great improvements with the latest update. I got a problem: In map screen I can't get the body info window appear again. It disappeared (in version 1.3.2) at some point (or I accidentaly closed it) and I can't find a way to make it show up again. Tried the old Alt+N, reinstalling, updating to the latest version, checking the wiki and google, but no success.
  7. I thought some of you might be interested in my KSP youtube series. Playlist: Have fun and please leave some constructive feedback. I've just started producing videos
  8. I know, it's just for authenticity. Guess the ST-HAB-A1 looks also ok-ish as BEAM:
  9. @ShadowmageIn a future update, will there be another inflateable hab like the ST-HUB-D? Really miss that thing. Was the BEAM on my ISS replica. I liked it very much. Was also great for radial attachment, without taking so much space like the other inflateable habs.
  10. The SSTU-ST-HAB-D is missing in the latest version ( @ KSP 1.2.1 x64)
  11. I love nyancat. keep the rainbow moving. free nyan! <3 (dare you mods and delete this; it's acually a valid feature related posting)
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