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Huntarr

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Everything posted by Huntarr

  1. https://www.nasa.gov/multimedia/nasatv/index.html#public Moved to 12pm cst
  2. The conference time is pushed back to 11:50am CST https://www.nasa.gov/multimedia/nasa...ex.html#public
  3. I long for the day, someone "accidentally" places Kerbin there. Conference no earlier than 11:30AM cst https://www.nasa.gov/multimedia/nasatv/index.html#public
  4. No worries, enjoy your hiatus. RL issues take priority every time. As always thanks for the great work on this mod.
  5. Workaround here http://forum.kerbalspaceprogram.com/threads/117832-Do-not-make-the-Orbital-Survey-Scanner-your-root
  6. If you make the Orbital Survey Scanner your first part or change it to the root it will break your craft when you revert launch or return to it at a later date. Reproduce: Make the Orbital Survey Scanner the first part placed Solve: Until they make the part unable to be the first part placed do not do this. UPDATE: Solved 1.02 changed part to no being first selectable Nice job Squad you guys rock
  7. This works http://forum.kerbalspaceprogram.com/threads/98390-MechJeb-Embedded-Universal
  8. Same here. I've launched 5 missions and still won't register as complete. Even completed all the early atttitude and speed mission including orbit.
  9. How to circularize orbit Use precision control (Capslock) and RCS for super fine control
  10. Sure anytime. It'll give you Main engine throttle control as well. No more Over thrusting Caps Lock Toggle precision ("softer") controls Check out the wiki if you don't want to review them in game. http://wiki.kerbalspaceprogram.com/wiki/Key_bindings
  11. What ouch said. Use Capslock precision control it will give you the fine control for RCS and reduce your Mono consumption.
  12. Well to nit-pick your nit-pick, Nuclear reactors are Thermal, since they heat water to drive a turbine. Heck we could almost call them Steam engines
  13. Hope I got it right https://github.com/BobPalmer/ExplorationPack/issues/36
  14. RoverDude, This is a very minor issue. I noticed that the Safety Light was 20 KAS storage. I was looking at other part of comperable size ie. Squads Stock Lights and they are only 8 based on KAS. Suggestion reduce the size maybe? @PART[spotLight1]:FOR[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 8 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[spotLight2]:FOR[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 8 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } If there was some specific reason they are that size, I'll understand. Again very minor question/suggestion.
  15. Thanks Trigger I was having a brain fart and kept trying to move them from the main drop down. It works perfectly from the resource settings. As always another of your beautifully polished mods with must have capabilities.
  16. Thanks sirkut for updating that link. I was trying to cut down on your workload:P Edit: Updated the prior post link to the new link
  17. Copy that Papa, grabbing it now. It does seem to disappear after close up to map change or maybe a vessel switch. I'll double check BTW great mod. Love the extra's besides crew transfers. Loading up one of RoverDude's OKS station w/resources and crew is so handy. 20 kerbals and 5000ton of supplies is a [snip] without this little honey.
  18. What are you talking about? I linked that because it would also be useful to those looking to add mechjeb, since they posted it a while back. I know you feel threatened due to your confusing .exe launch, but take that attitude out on someone else.
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