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  2. They do. Orange flames were clearly visible during the Demo stream.
  3. Every year that the mission that is now desired is delayed has the potential to make SLS look even less fit for purpose. The problem of course is that it never really had a purpose, at least not for the two block 1 variants. Block 2 is a SHLV for cargo, which is great, and you can do all kinds of stuff with that---as long as flying it is cost effective.
  4. There is a version of vessel mover, compatible with 1.7.1: https://github.com/jrodrigv/VesselMover/releases/tag/1.7.5 Like @pmborg already said, also try restock+ for the correct KSP version. Btw: the .version file is only relevant for KSP-AVC (and of course Mini-AVC) which just compares numbers to tell you, if there is an update available and/or the mod version is incompatible with your game version. It doesn't "unload" incompatible mods or prevents their execution.
  5. Well NASA has been pushing for a SLS & Commercial Artemis development. We’ll have to see what the next term members will decide.
  6. Going to assume the G Limiter and acceleration limiter are just dead now since the people who've asked this previously have just been ignored? I know a lot of use would appreciate a rationale for removing this used and needed feature.
  7. That was a solid hit you scored on me there. You can see some of my techniques there too. Basically there's an internal structure with more aerodynamic surfaces attached to it. The cockpit in particular is made of multiple overlapping plates. This may be the first time I suffered a pilot snipe, as opposed to getting just straight blown out of the sky with high caliber guns, or chipped to death. Last season there were even several Krakenhound crashes where the pilot survived.
  8. Thanks @Foozle! Archtagon Aerospace was the mod I was looking for. The forums have been amazing once again!
  9. I believe that ship is from this mod:
  10. Thanks. Honestly after that battle royale I was a little worried, since you took me out pretty easily there. And to @SuicidalInsanity, I like your video editing. Switching from dramatic music in normal time to more lighthearted music in the fast-forward sections was a nice touch.
  11. I've just spotted you have already answered the question of which container is chosen. That's certainly in keeping with the simplicity aesthetic. I've yet to try ASS, but still find myself longing for FS with two buttons. Thinking about this, however, it seems unlikely to be possible.
  12. I have the same Issue with the mod in 1.8.1 and also had the same in 1.7.3 with my X56, the issue was partially resolved by making the same axis used in AFBW in the Settings menu but the latency issue persists. I don't know what the issue is that causes this to occur. In the 1.8.1 install the Pitch Yaw and Roll were working until I reverted the flight to launch and the Presets Reset their settings and Configuration but the name of the Preset persists. And even after reinputting the axes to the presets the inputs would show in the config menu but such input is not reflected in flight by the aircraft. Any help to fix this issue would be greatly appreciated as there aren't many games that I can justifiably play with my HOTAS and I really enjoy when I am able to utilize it. p.s. I have tried everything apart from a 100% clean Reinstall of the game or using the other installations of the game I have as they are not updated past 1.7.x
  13. Looking at the database I see the part but not the model. I checked my KSP.log and found: [LOG 09:46:22.238] Load(Model): UniversalStorage2/Parts/Processors/Elektron [ERR 09:46:22.246] File error: Unable to read beyond the end of the stream. at System.IO.BinaryReader.FillBuffer (System.Int32 numBytes) [0x0007a] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.IO.BinaryReader.ReadInt32 () [0x00026] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at PartReader.ReadMesh (System.IO.BinaryReader br) [0x00006] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x0031b] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.Read (UrlDir+UrlFile file) [0x000c1] in <394a98b9c7624adc895c04290da62640>:0 [WRN 09:46:22.246] Model load error in '/Applications/KSP_osx/GameData/UniversalStorage2/Parts/Processors/Elektron.mu' [LOG 09:46:22.250] Load(Model): UniversalStorage2/Parts/Processors/Sabatier [ERR 09:46:22.258] File error: Unable to read beyond the end of the stream. at System.IO.BinaryReader.FillBuffer (System.Int32 numBytes) [0x0007a] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.IO.BinaryReader.ReadInt32 () [0x00026] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at PartReader.ReadMesh (System.IO.BinaryReader br) [0x00006] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x0031b] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.Read (UrlDir+UrlFile file) [0x000c1] in <394a98b9c7624adc895c04290da62640>:0 [WRN 09:46:22.258] Model load error in '/Applications/KSP_osx/GameData/UniversalStorage2/Parts/Processors/Sabatier.mu' [LOG 09:46:22.261] Load(Model): UniversalStorage2/Parts/Processors/WaterPurifier [ERR 09:46:22.266] File error: Unable to read beyond the end of the stream. at System.IO.BinaryReader.FillBuffer (System.Int32 numBytes) [0x0007a] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.IO.BinaryReader.ReadInt32 () [0x00026] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at PartReader.ReadMesh (System.IO.BinaryReader br) [0x00006] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x0031b] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.Read (UrlDir+UrlFile file) [0x000c1] in <394a98b9c7624adc895c04290da62640>:0 [WRN 09:46:22.266] Model load error in '/Applications/KSP_osx/GameData/UniversalStorage2/Parts/Processors/WaterPurifier.mu' [LOG 09:46:22.270] Load(Model): UniversalStorage2/Parts/Radials/RadialTanks I did a clean install of jus KSP, TAC Life Support and US2 and the same thing happens.
  14. Yeah -- KSP can automatically use gimbal to adjust pitch, roll, and tilt, but not to correct for CoM. The Shuttle's OMS engines are a good example of this -- they could gimbal parallel if they were being fired simultaneously, or they could gimbal outward to thrust through the CoM if they were being fired one at a time. The only way to model this in KSP is to position them gimbaled-out by default and add angled docking ports so you can "control from here" when using only one engine. And even then you get cosine losses when firing both. To the ongoing horizontal-lander structure debate...it's possible (and perhaps easier) to do the horizontal landing module with only a single engine, but having two allows the combustion chambers to be higher than the base of the capsule, which decreases ground clearance. Having the two offset allows the entire lander module to be substantially narrower than twice the engine bell diameter, which is especially helpful when you need to fit frag shields somewhere.
  15. Does anyone know of a mod that allows the "Skin" of a part to be swapped out with a different one? Example: I have a ship named Colicos, I have a different texture named Grazzius, I wish to select which version i want in the VAB, is there a mod that will do this? i would hate to have to have all 4 variants names in the folder.. Thanks.. Stinky Ace Skunk Works (Division 1)
  16. I love the name of the ship! Are you flying manually or is it scripted?
  17. So today i managed to land my Falcon 9 right on the center of a drone ship
  18. All of them? I don't know that I can list them all off the top of my head...but I'll give it ago. On the left (Blizzy's Toolbar) you've got Docking Port Alignment Indicator, Kerbal Flight Data (the on/off toggle), Protractor Extended Continued Continued ad infinitum, TAC Fuel Balancer, Trajectories, and WaypointManager. Then down the right hand side and starting from the top there's Extraplanetary Launchpads, PatchManager (I think), Kerbal Konstructs, Ferram Aerospace Research (I'm low res on account of playing on an office machine rather than a dedicated gaming rig, so it appears black instead of proudly saying "FAR" unfortunately), Stage Recovery, EVA Enhancements Continued, Velocity......something or other - it's a vertical velocity manager related to RCS Land Aid, RCS Land Aid, Action Groups Extended, Pathfinder, Pathfinder's Flight manager (for tiltrotors, mainly), Kerbal Alarm Clock, ShipManifest, NavUtilites, Kerbal Flight Data (again) and Kerbal Engineer Redux at the very bottom. I have a couple more there but they're out of sight in the screenie.
  19. Works on 1.8.1 stock+DLCs with no discernable difference. The CKAN meta data could do with an update to reflect this. This mod is excellently reliable, no doubt through it's simplicity. I've yet to work out how the mod chooses which container to populate with science. This also applies to when two vessels with science dock; how does it determine which one it transfers the results to? I feel it would be useful to be able to turn the automatic science transfer on/off, and even better be able to specify where to send new science results. Is this likely to break that wonderful simplicity?
  20. Probably not, he hasn't been around in a year. There are alternatives, one of which is this:
  21. This is where a mod that does that is nice. It;s not like a real lander will have someone micromanaging the engines, the computer will do it. Maybe mechjeb/etc does that? (oddly enough, I never seem to install those mods since I enjoy manually flying spacecraft, even though in RL I think it's a job that should be entirely done by computers, lol.
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