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Everything posted by Bit Fiddler
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Bit Fiddler replied to sumghai's topic in KSP1 Mod Releases
the one I had in mind was the one showing all the parts in an exploded view. Then had all the arrows pointing out what each part was. it gives a good overview of what is included in the mod and a basic map of how it is all assembled. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Bit Fiddler replied to Paul Kingtiger's topic in KSP1 Mod Releases
can't seem to find the eva-x pack. according to the part file in the mod it should be under AdvancedExploration. but there must be a mod or something changing this. any ideas? maybe because I have Community Tech tree installed? I have that tech node researched but the EVA-X is not in my part catalog nor is it listed as a part in that tech node inside the research facility. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Bit Fiddler replied to sumghai's topic in KSP1 Mod Releases
is there a KSPedia page that shows your mod? you have a few vey nice images that would be a great addition to the KSPedia but I do not see them in there. Are they not in, or am I just blind? -
Sorry posted in wrong thread... moving this.
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[1.12.x] Near Future Technologies (September 6)
Bit Fiddler replied to Nertea's topic in KSP1 Mod Releases
does the near future reactor plugin auto throttle reactors to only produce what the craft needs? I mean if I set my reactor to 100% but I have solar panels producing enough power to power the craft in the sunlight will it throttle them back to 0% to conserve on fuel and heat? then when the craft enters the dark side,will it throttle up the reactor to what ever level is necessary to keep the ship at full power? -
with over 350 mods installed my laptop takes 20 to 30 min. depending on cache. on a stock install it takes less than 1 min.
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do not know this... I have only messed with TCA in sandbox to test it out. have never made anything with it in a career game.
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@Voodoo8648 Yes TCA will do this. there are some buttons you need to select on the setup for your craft that tell it to "hover" or "follow terrain" I think the two buttons are named. the first "hover' tells it to maintain that altitude ASL. and the follow terrain thing tells it to maintain the set altitude AGL. then for horizontal velocity you use the "stop" button I think it is called. this tells it to kill translation. or there is "anchor" which tells it to maintain a specific GPS ref. @Gordon Dry it is due to your craft setup. if you tell the avionics to be "on at launch" all of this will activate as soon as it loads in. and the engines in the various stages you will need to assign to different engine groups. as it does not understand "stages" it just goes by what engines you have grouped and activated.
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i mentioned this before but I think it was before you took over this mod... but I would like an option to snap not just to center like we have now but an option to snap the part or group of parts to the craft at their center of mass. Both for wet and dry mass. the idea being if I create a booster stage, be it a single part or a group of parts, I would like to snap it to the decoupler at the dry COM so the ejection does not induce and torque on the stage as it is ejected. but maybe wet mas would be useful as well so both would be nice.
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Missing "Extra Ground Tracking Stations"
Bit Fiddler replied to Bit Fiddler's topic in KSP1 Gameplay Questions and Tutorials
well the odd thing is I did not do anything to fix it... yet all my extra stations are now working as well... must be some weird intermittent thing. I guess I will have to keep watch and see if it happens again. -
is it possible to do this with MM?.... I want to read 2 lines from a module node resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;MonoPropellant resourceAmounts = 1,2;3;4;5 this is a basic setup of a tank using Interstellar Fuel Switch. what I would like to somehow get the fuel tank volume. as in can read the "resourceNames" line and see the word LiquidFuel, or any other resource for that matter, and then compare it to the resourceAmounts line and set some variable to the amount of liquid fuel, or what ever resource I pick, that the part is able to hold?
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Bit Fiddler replied to bac9's topic in KSP1 Mod Development
as of now, if I am not mistaken, you support fuel in your wings only if we have modular fuel tanks installed. My question is could you also check for Configurable Containers and add the fuel in the wings if we have this one instead? -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Bit Fiddler replied to NecroBones's topic in KSP1 Mod Releases
could you add native support for Configurable containers? I use this one and not the FS or Interstellar fuel switches you currently support. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Bit Fiddler replied to Ger_space's topic in KSP1 Mod Releases
so I have ben having an issue where all of my extra ground tracking stations have vanished. It seems maybe this mod is the culprit? I have selected the setting in options to enable the extra ground stations, but I still only get a CommNet connection at KSC. none of the extra stations will talk to my craft. is this indeed a problem with KK? also I have noticed that if I click on the button in the settings file that mentions the ground stations for RT the KK settings menu will blank out, and will only return after a game restart. and lastly, maybe better to ask on Kerbinside forum, but the air race that was in the bay at KSC is missing. was this removed or is something Broken in my install? -
Missing "Extra Ground Tracking Stations"
Bit Fiddler replied to Bit Fiddler's topic in KSP1 Gameplay Questions and Tutorials
but the feature is independent of RT, it will indeed (in theory) work fine with the stock CommNet, as far as I can tell. I do not know what is causing my tracking stations to disappear, but I doubt it was Constellations mod, as if I set all ships to use frequency of "0 - public" the mod should do nothing. it will treat the game as 100% stock. @TaxiService if this is not correct please let me know. -
ok, I know this will be considered a cheat by many, but I have found too many tanks I would like to use that just do not support the tank manager. so I have made this patch to try to fix this problem. will this patch indeed just convert all of the more limited "Tank Switcher" modules to the more advanced "Tank Manager" modules and leave their volume the same? EDIT: just realized I pasted the patch from my brainstorm document not the final patch file in my game directory. I have changed the patch listed above to the version I have in my game directory. but the question still stands... is this going to cause any problems? or is it simply switching the tank manager to the more advanced version, and everything should continue to work fine? @allista Also can you look at supporting B9 procedural wings?
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Missing "Extra Ground Tracking Stations"
Bit Fiddler replied to Bit Fiddler's topic in KSP1 Gameplay Questions and Tutorials
no remote tech. using the stock comnet. how did you "re-enable them by hand?" this may still be the case with the mod list I am using. one of them may have done something similar to RT. -
I have run into an issue and I am not sure this mod is the culprit, but I am going to ask my question here as it is a good starting point. all of my extra ground tracking stations have ceased to function. I am not sure if it was at the same time I installed this but it was close... I have tried resetting all my craft back to the frequency of "0" but I still cant talk to the extra ground stations. I have verified in KSP settings that these stations are active, and also I have checked in Kerbal Konstructs and they are active there as well. any ideas if this mod could cause this issue, or any other mods that someone may know of that disables the extra ground stations?
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as long as the alignment is not critical I guess this method will be ok or I will also have to try the 180 out of phase idea mentioned by @wile1411 will need to up my graphics quality I guess so I can see those textures on the ports better
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well i was worried about assembly on a space station... so i guess that will do it for me.
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Missing "Extra Ground Tracking Stations"
Bit Fiddler replied to Bit Fiddler's topic in KSP1 Gameplay Questions and Tutorials
lol not many... only 351... thus the hope someone would have an idea, as trying to find the culprit in this install is painful...