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Rohaq

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Everything posted by Rohaq

  1. Not a bad idea; I've had KAS/KIS installed for ages, I don't think I've actually used them properly yet!
  2. Just out of interest, is there any way that the "compressibility" of Konstruction docking ports could be extended to standard docking ports via ModuleManager patches or similar? I had a few stations already constructed before installing Konstruction - mainly because I'd forgotten about the mod, I hadn't played in about a year - it'd be nice to reduce their part count and make them a little sturdier without hacking their parts manually and potentially screwing everything up. Apologies if this has been asked before!
  3. Hmm, I've got an M700 "FuzzyResources" contract, and it doesn't seem to be registering my scanning, am I missing something? EDIT: Ah, never mind; once I returned to the Space Center, it got marked as complete. Shame it doesn't follow the same behaviour as the other scanning contracts!
  4. Just a minor thing: The Forum Thread URL on Spacedock needs updating: https://spacedock.info/mod/318/Surface Experiment Pack - I had to track this thread down via Google
  5. No way, I'm taking this thing to Eeloo! Yeah, it turned out to be an autostrut on the nuclear engine to its grandparent - the last robotics joint. Unfortunately, even when it was working without spin, it had trouble executing maneuvers with any efficiency for some reason, despite all engines being pointed correctly. Ah well.
  6. Decided to give this a test on a nuclear tug - engines on top, robotics extend them away from whatever they were tugging, all ready to go somewhere. I had some... interesting results!
  7. The first zip file had one, but I'm guessing you want it all stock aside from that part? I'll see what I can do.
  8. I found the offending part - I swapped out each non-Squad part one by one for stock. It was the KW Rocketry SA-4 LFT fuel tank (KW1mtankL4 in your list). Oddly, in one of the stages that SmartStage calculated correctly. Confirmed working craft files here - one stock, one with the same parts as before, but with the offending fuel tank swapped out for stock - SmartStage handles both correctly (although it would be nice if it separated out drogue chutes from main chutes, but that's unrelated ): https://drive.google.com/file/d/12V6hj8jOwpDixs-WXNKU70HaDZKGVQa5/view?usp=sharing
  9. Ah, I thought the contract pack was an extra for RT from the RT maintainers - my mistake. Thanks for the link!
  10. Dang, I thought I got them all. This is what I get for not playing for months and only playing after a big update! I'll build another with stock parts and post it if it has the same issues. If it doesn't, I'll try and track down the culprit and let you know. I appreciate you look after a ton of mods, and I'd rather not waste your time either!
  11. My base antenna is fully upgraded, but that still needs line of sight, and would still only cover 50% of Minmus at any one time, right? I had nothing explicitly pointing at Minmus, nor with enough range to reach it, with only 20Mm dishes on my Kerbin network, and 5.00Mm omnis on my Mun network with a 20Mm dish pointed back at Kerbin. The only dish with enough power to reach Minmus were the large dishes with "Active Vessel" set as their target, which are another mission pre-requisite. The only time this changed was when I sent my ScanSAT out there, and the desperate relay I sent up when the mission still wasn't activating - but the mission didn't activate before either of these, either. Is there any way to view my current RemoteTech coverage of a body, so I can experiment with switching off dishes on my network?
  12. That's what the contract is meant to be - I can't even accept the contract without fulfilling the pre-requisite though. So... I'd need to set up a Minmus network in order to accept the contract to set up a Minmus network?
  13. Am I missing something to get the pre-requisite for this mission? I've covered Kerbin and the Mun with a 3 sat network each. I also have a ScanSat orbiting Minmus with a link back to Kerbin, and an omni attached that covers whatever side on Minmus it's facing. I even launched another relay in orbit of Kerbin with a relay dish pointed directly at Minmus, just in case that's what I needed to cover the requirement. What am I missing?
  14. Oh I do Here's a couple of craft I made with stock parts only, with and without a fairing for the sake of testing. It correctly stages the asparagus bottom stages, then throws everything above the first stack decoupler into the top stage: https://drive.google.com/file/d/1FtnS5WW6vDkhfJK3LNwwkjXqDsdJt6dm/view?usp=sharing
  15. I'm definitely on the latest version, I'll try and put together a test craft tonight.
  16. Ah yep, looks like I found one of those tweaks: It properly stages the asparagus section at the bottom, then just stages everything above the first stack decoupler in the last stage; nuclear engine, parachutes, all the decouplers, everything. Rapid planned disassembly! Unless I'm missing something in my construction, of course? In the meantime, I'll patiently wait for any incoming updates!
  17. Running KSP 1.4.2: Had an issue with the Tiro 1 mission; it wants me to have an "Antenna Device" on my vessel. I've attached every comms device I've unlocked in career so far, but it doesn't check the box in the VAB, or on launch. Am I missing something? Link to screenshots here: https://imgur.com/a/zqyMP
  18. Done and done: https://github.com/KSP-CKAN/CKAN/issues/2398 It also made me think that an "Install when compatible" feature would be useful for such an override feature so that the mod gets marked for install whenever a version appears marked as compatible with the installed version of KSP - but that feels a little like further scope creep. That said, it might be easier to do it all in one blast, since you'd be changing the mod data structure already if you added an override for the global "Compatible KSP Versions" list.
  19. Excellent! Any comments on the feasibility of my other request?
  20. Cool, no time tonight, but I'll take a look this weekend. Shouldn't be a ton of work, at least.
  21. Seems to be mostly working fine here in 1.4.2, aside from missing some additional experiments from other mods - though I'm guessing you need to explicitly support them.
  22. Fair enough - I'd previously thought that maybe you were grouping stacked tanks and treating them as one, while storing the part ID for the lowest tank in each group - then attaching fuel lines between the stored lowest tank parts in each group to handle fuel flow properly. It sounds like a huge pain in the ass to get right though. Best of luck with your new solution!
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