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Riverey

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Everything posted by Riverey

  1. Oh, yeah, i read about this but in russian, so i missed the name. No my idea is slightly different. I'm talking about adding a possability to be crew-possable to the tanks from the start. It can be like a resource type for the tanks but with fixed room for it - so then you customize your tank in VAB you can chooze it and make tank passable and then fill remaining space with whatever you whant.
  2. I'm pretty sure that i have not changed name of space after docking and opening the hatches... Anyway, it's not very important and i'll also try again later. Problem with highlighting is much more frustrating=) With it big ship looks like a christmas tree. Sorry=) i read some previous pages but looks like it was much earlier. I'll try to find. Can you please describe what "wet workshop" means?)
  3. Thanks, Starwaster! I'm in Moscow and it's 2:30 pm here=) And also i'm at university at very boring lesson. Sorry, i just saw Nathan posting here and answering me in other thread but ignoring me here.
  4. Pls answer me=) Its's matter of life and death for few my cerbals on the Kerbin orbit=)
  5. The crew tunnel can be just another point to choose in the MFT window but with fixed size!
  6. Hi! Noticed very strange thing: then i place radial chute on the top of the capsule it overheats at reentry and blows up=( The reason of using radal chute is that i use LES for all crew capsules. At the same time same chute on the side of capsule sometimes feels much better.
  7. Hey! Noticed some more bugs=/ First of all, then i use ship manifest, sometimes the highlight doesn't switch off then i close SM window. And it continues to glow even then i switch to another near-by vessel=/ (maybe it's problem of ship manifest, but i'll leave it here too). And another one - after opening/closing hatches and merging/separating living spaces they all have the same name (maybe it's because i use russian letters?). And finally some ideas - maybe you can coop CCL with Modular Fuel Tanks to track free space in the tanks? For example if it's more than 200, fuel tank can became crew-passable (same for batteries).
  8. Made a small cfg to the B9 adapters. I`ll just leave it here and maybe add some more details from this pack later. @PART[InLineChute]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[B9_Adapter_Y1]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[B9_Adapter_SM3]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[B9_Adapter_LM3]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[B9_Adapter_SM2]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[B9_Adapter_SM1]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[B9_Adapter_C125]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } }
  9. Can I do anything to make them less slippery? Car all the time turns from side to side=(
  10. It seems there has been a lot of similar questions, but I did not find any answer. When i unlock all realchute parts in tech tree, only four of them appears in the VAB. I have a Part Catalog installed, but it doesn't looks like problem is there.
  11. Sun overheating works very strange=( In this position Kerbal is blocked by the Kerbin and Moho is still in range, but telescope still explodes=(
  12. Thank both of you Looks like 5th Horseman was right - when i put some smart enough kerbals it suddenly started working. Nevertheless i still have some trouble with another launchpads but i will try different options to see how it works. For example: i hired two well-talented kerbals and put them to this launchpad. Then i flew away from the KSC, landed it and the same thing happend again.
  13. Hi I have station with orbital construction dock on it and anough rocket parts to build ship that i want. I picked it up, pressed the "start", the progress bar appeared and nothing else happens. Did I do something wrong?
  14. Wow, I didn't notice that this tower has two doors. Did not even knew that it's possible O_o It's pretty cool in that case =))
  15. How about adding some free space and ledders inside to let kerbanauts climb to the top of the rocket?
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