LadyAthena

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About LadyAthena

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  1. Oh wow thank you! I clicked on that button in other screens, but never the base etc. I don't know how I missed it.
  2. I'm wondering if there is a way to remove the "habitation" requirements, or adjust them at all, as even flying 2 kerbals to Minmus requires a monster spaceship just to deal with the habitation alone. a 2man pod + 4 man living quarters for just 2 kerbals, which should allow them to live comfortably for a good time. Yet they get "home sick" before the mission ends, and that's just touching down for less than an hour on minmus, so its almost a complete non stop flight, which seems just ridiculous to me. I've lived in cramped quarters for months before out at sea, which ultimately is the same thing this system is trying to simulate. Yes its uncomfortable, yes it isn't very pleasant, but to think I'd just up and "stop working" especially when that work brings me back home, is paying the bills, and is what I signed up for is ludicrous to a retarded level.. I get the "home sick" bit too, I actually like it, because it means you gotta either have a full fledged functioning "home" like base with everything, and or rotate kerbals out, which is realitsic, but that should take a year minimum, not days. Again you're an astronaut, you signed up for this.. Don't start complaining now... Otherwise I like everything else this mod does, and how it does it, but the balance seems to be geared more towards "lets make this challenging to a ludicrously unrealistic level". Are there anyplaces to mod, alter, or adjust the stats? To put things into perspective, a Submarine can and will stay submerged sometimes for up to 90 days. 3+ months, and I've heard of submarines staying submerged for longer during practices. These are EXTREMELY cramped and tight quarters which hundreds of men are sharing for over 3 months sometimes.. So again the "habitation" and "homesickness" thing is just... ridiculous to me..
  3. I'm kind of in the same boat as Kill3 here.
  4. So does this mod just add both of those wing mods together or?
  5. The summary is correct. - I do not know if this is new behavior, as I've only just reinstalled the game after not playing since 1.4, I didn't have the mod back then either. - This seems to apply to all parts. - When it happens seems to be slightly random, but it can happen with just 1 or more parts added. Seems the larger sections can have 2-3 parts on it externally before the PAW breaks.
  6. I completely forgot about the alt f12. I thought they disabled that at launch. I'm going to uninstall Hyper edit as it's like a bad influence to make me do things cheaply lol.
  7. Yea upon further testing as well some parts just randomly decide "nope" and wont let me select them even when I have nothing on my station. The only workaround I can find is to have someone always hanging out in the external hatch piece so I can move my scientist out to collect science, or mechanic out, etc. Problem with this though is some mods require multipel kerbals outside at once, which then wraps around to the issue again, or if I need a diff type of kerbal outside. THen of course moving 2 back inside is yet another problem of not being able to switch them to another part 9/10 times. @Nertea I may just have to shelf this mod unfortunately until a fix is placed, since I often play with colonization, life support, and other mods that require kerbals to be able to move freely in and out, and between pieces. Though I love the mod and everything done with it, it's quite literally the definition of unplayable in conjunction with certain other mods as I described. Edit: I only installed the mod for Progressive colonization system mod, which requires it. Not sure if that was a problem though.
  8. I seem to be having a problem with the station parts of this mod, being unable to select parts to move kerbals between. I've since done some testing with putting my space station in space with different configurations, and lesser parts. Putting up a station with this mods parts, stock with nothing externally works perfectly. However as I add lights, struts, and external parts, it becomes to have problems selecting the base part itself only while transfering kerbals between the pieces. Since "Connected Living Spaces" doesn't seem to be working anymore, I have no clue how to fix the problem besides not adding anything external to the parts. Here's a picture reference of what I'm speaking about. Moving a kerbal from the far right red station core. I cannot select the middle blue piece. The only parts I have on it are a few external light pieces, yet I cannot for the life of me get it to be selected as a piece to move a kerbal too (Even though I can select the piece normally and without problems while not transfering a kerbal). THe far left escape hatch I can select without problems, and it has nothing externally on it. However if I remove the light fixtures from the middle blue piece, I can select it normally while transfering kerbals. I installed Hyper Edit specifically to test this problem by putting several different re organized parts into space, and it seems to be without fail, anytime I have an external part that numbers more than 2 on the outside, I cannot select it.
  9. Problem I suppose is Ckan. Can't mod or manage anything unless its specifically for 1.7.. and since I can't find any override for that... Thanks for the option. I didn't know that existed
  10. Ah right, I forgot to mention that I'm actually currently usin 1.5 since 1.5 has the best mods atm that are only compatible with it and unfortunately have not been updated to 1.6 or 1.7. I'm wondering if there isn't simply a setting, or file I can transfer over from 1.7 to 1.5 that would fix it... Since its a relatively specific problem.
  11. Sorry if there is a thread on this, which I'm sure there is. I'm heading to work and don't have time to do any searches, but I wanted to write this quick so apologies in advance. I haven't played KSP in over a year, however I played tons of it before it came to steam, and well before its 1.0 release. I played about half a year after its release on steam, but stopped after. Anyway, as of re installing, and playing the game I'm finding the wheels, and landing struts bounce me like they're on hydraulics. The fixed wheels especially bad, bouncing even while parked. Nothing I do seems to fix it. Landing on the Mun, or Minmus is a nightmare (especially minmus, landing even at 2-3m/s bounces me up no matter how light or heavy my lander is, I've tried many figurations). I can't fathom how people play the game like this, its practically unplayable (I know its an over used meme, but for me it quite literally is because of it). So I'm wondering if there is something I'm missing, or some new mechanic I'm unaware of to fix this. I also noticed that locking landing struts is no longer a thing, which was very helpful pre 1.0 when landing on uneven ground, and to stop bouncing (if you came in too hard on accident).
  12. Problem is, I did read back, but how far back do you have to read before you figure you have checked enough? Apparently I didn't, and its easy to miss. How is that my fault that the files provided to me by the modder were out of date? I understand that, just saying. If you're telling people to download those dependencies anyway, no reason to have them combined with the mod itself. Just taking up space at that point, and becomes confusing when either the game is updated, and someone new downloads it, and or your directions to update, or that the files are out of date get buried in page x 9 pages back from the most recent. This isn't a bash on you. I'm just saying it would help you remove that confusion for others, in turn you and others dont have to worry about people getting confused, or coming to you for things you've already explained 9 times. ----------
  13. Glad to see B9 is still being updated. Though I'd like to point out a few things. 1) I use Ckan almost exclusively now. (It's just easier, less hassle). The problem though is that B9 does not appear on Ckan. Only B9ANimationModules, B9PartSwitch, and B9ProceduralWings or some such appear. The base core of B9 and HX etc. does NOT appear on CKan because it thinks the mod is out of date, therefore you cannot even download it from CKAN. 2) After downloading B9, etc. I copy pasted over all the folders with the most updated Zip. Problem is, you have a mass load of out dated, null, or trash files in your zip. Namely, all the dependency folders in your B9Aerospace zip are out of date.. Why even have them? That is highly confusing for people, downloading the most recently updated zip folder from a modder you assume all the folders in that zip are relevant, that's why the modder put them in there. I'd suggest removing all the useless dependancy folders from the main zip, just have the B9 stuff. That's all you need, and is far less confusing. You already tell them both in the readme, and on the main page what other mods to download to make it work right.