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CovertJaguar

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    Spacecat

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  1. Is it just me, or does APPLE fail to actually do this? Nevermind, today it worked. Go figure. Maybe because of craft designation? Hmm....
  2. http://www.engadget.com/2016/03/09/nasa-donut-decelerator-mars/
  3. Well, the alt-F12 menu can be used to inspect the actual resulting part files after MM is done. I forget whether it is the config or database tabs, but eventually you will find a list of parts with a debug button next to them. Hitting the debug button will display the Part module in raw form. Granted this doesn't really help you determine which order patches are being applied anymore than what you are already doing. I'm still trying to figure out why the Inline Ballutes mod suddenly stopped applying the RealChute compat patches.
  4. At one point, Veterans had the benefit of not dismantling your ship when they get grouchy (Kolonization config). But it seems that feature has been disabled by default until some of the hab time bugs have been resolved. The default penalties were much more severe in 0.32.0.0 and have been progressively neutered in the following versions because the life support timers have been kind of unpredicable. I wouldn't be surprised to see harsher defaults return to Kolonization once things are proven to be stable.
  5. MIA means they will respawn eventually, though I'm not sure how the game difficulty setting "prevent respawns" affects this.
  6. There is definitely something screwy with the Wheel Steer axis. It seems to pick a random direction to turn the wheels in response to input every time a scene loads. This has resulted in more than a few rather spectacular explosions while attempting to take off from the runway. I'm usually using the Adjustable Landing Gear wheels, but I think I've seen it with stock wheels too. EDIT: Nvm, seems it may be a stock bug. http://forum.kerbalspaceprogram.com/index.php?/topic/89874-105-adjustable-landing-gear-v120-masscost-scaling-tech-nodes-drag-may-30/&do=findComment&comment=2343263
  7. You should give the Utility Cabin a recycler instead of a Hab value, that's what I did in my install.
  8. More like 100k per year for a crew of four. So a Duna mission is around 300k.
  9. And that's what the recyclers are for.
  10. I can certainly understand some of NASA's budget constraints better now. Supply runs are expensive.
  11. Would it be possible to add a zero value consumer to pods to make the game think something is using them? I think I've seen other mods do that (AmpYear?).
  12. Major update to USI LS recently occurred which added a new habitation time mechanic. Someone should test how this interacts with DeepFreeze.
  13. KSC likes to delete anything left nearby. I've seen it delete kerbals before.
  14. To add to the MechJeb report, it seems that MechJeb is unable to override the throttle control specifically. Attitude seems unaffected. The RemoteTech Flight Computer does not seem to suffer from this limitation, so it may be MechJeb's fault.
  15. The Tourists spawned are supposed to be Tourist profession right? I got a pilot and scientist on my first contract. o.O
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