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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Ooh, here's an idea for a next update: calculating night time on a moon/planets surface. You can already do orbital altitude, surely the surface shouldn't be too difficult?
  2. Unfortunately, I don't have anything from you installed (had to delete Kethane+, haven't got round to reinstalling it yet but I will soon, now you have those awesome tanks from blackheart), so that's not it. Also, this has been bugging me since I first installed KAS - is there a way to remove the mouse2 button binding from attaching stuff on EVA? So many times I've moved the camera to get a better angle for attaching a thing, only to have to enable attachment mode again. Seriously - I already have space, enter and escape as disable bindings, I don't need another that already has a function on EVA.
  3. The separtrons are fantastic. Grabbed them last night, tested this morning. Much better looking than KWs or stock. My slight problem with them is when I attach them, the default position is rotated into the tank. I'll upload a pic if it's not clear, but I have to rotate it 180 degrees to get it on the outside. It's something to do with the attach nodes in the cfg, but I'm not sure which one or what to change it to. Could you help? Loving the work, btw!
  4. It shouldn't do as the visible buttons are stored in the settings, which isn't in the Toolbar folder.
  5. Need some help.. It appears as though I can't attach anything on EVA any more if, after grabbing it, I close the right click menu. Right clicking on the part isn't recognised as you can see and so far, the only way I've been able to reactivate the menu is by entering a pod (thereby dropping it), going back out immediately and grabbing the thing floating next to me. Anyone know what's going wrong? I've no idea what caused this, but would love to try and find out.
  6. Mining water works the same as kethane and KSPI uses LqdWater, not Water which is why its not recognised. Don't know if changing the name would work though.
  7. Regarding orbital transfers... If I transfer to another planet, I've noticed that even if I'm at a transfer window or am a few days away (according to KAC), MJ will wait until the next one. Or, I have several vessels I want to launch in this window but if I let MJ do it all, their burns all happen at the same time, which I can't do and leaves all bar one still orbiting Kerbin waiting for the next window (according to MJ, even though a transfer window is active now). Anyway, my question is, is there a way to force MJ to transfer to another planet NOW? Like, I don't care if it takes a bit more dV to do it because I have plenty, I just want to go now, not in 1 day and not in 150 days.
  8. What was I doing, thinking this wasn't entirely necessary... Oh, stupid, foolish past me! This mod is helpful beyond belief!
  9. Well, it'd be useful... it doesn't have to be an arrow, per se.. maybe make the lower half a darker grey/black with a triangular shape pointing up? Similar to the 2m KW fuel tanks side? (like in this picture just below the fairing http://i.imgur.com/Z2mvXxXl.png)
  10. One thing I just noticed about the decoupler.. there's no way to tell which way up it's facing at a glance. Maybe include some kind of arrow or triangle in a KW style?
  11. Depends on the rocket but usually, it's the opposite. If it's built without aerodynamics in mind, then yes, it'll take more dV to reach orbit. But if it looks aerodynamic, is nice and sleek, has fairings on payloads etc, you can get into orbit on less than 4km/s dV (my record according to MJs "dV spent" stat is 3.4, but I don't know if that's entirely accurate), in contrast to the stock 4.4km/s.
  12. I'm guessing you had an incomplete download then. You obviously need the sciencedefs file to do science and you're lacking it. I'd redownload it, make sure the necessary files are there and reinstall it.
  13. I went through my mods recently and trimmed them down - unfortunately, this was one that went. Building a Jool probe today, I suddenly needed a triangle structural plate, so back in went your mod. Still loving it But yes, this is certainly a contender for the next KSPX. Awesome stuff!
  14. Ooh ooh, can you do the lander cans next? Would love to have them in KW style.
  15. Has anyone figured out the backwards ladder issue yet? Not that I mind, just looks weird. Thanks for the cfg processor mount fix, I'll try it out now. Ducky, any news on an update?
  16. I've had that a few times. Some times, it just won't point at the node so I maunally turn it and when it's there, it auto-warps and carries on. I really want a fix for this
  17. Fair enough. I don't use those engines so hadn't encountered them working or otherwise. Looking forward to the fuel pipes though!
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