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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Are you on the latest version? There was a fix to this recently.
  2. New stuff up. Mostly work on config files, especially the Module Base. Also buffed the Harvester and the PDU. Side note - considering two things - First, allowing the Module Base to act as a storage unit, given it's size. It will also help solve some stability issues with balancing a massive unit on top of a less massive unit, and make bases that more compact, given the number of storage solutions you need. Also going to remove the size tweakability from the ProxyLog units (but keep the crew removal and simplicity), and add a new, radial and tweakscaleable radial storage unit. I know HexCans is out there, but tbh I want something more stylisticly 'MKS'...
  3. Gotcha. Yep, doable just a bit more complex from a coding standpoint. Will plug it on the issues list as a feature request.
  4. Yep, they are both. They just happen to be the only ones with ProxyLogistics turned on.
  5. Yep - you need the pre-release of 7.0x of FireSpitter along with TweakScale - adding both DLLs to GitHub tonight once I finish testing the new module base
  6. Awesome - looks like the consistent thing is the version of RealChutes, so that's good.
  7. hm, that behavior should be fixed - Make sure if you had an older version that you delete it. Just tried on my dev install with DERP and no realchutes. Will add it to the issues list, but for my benefit, what other LS systems would you want to see tested/supported? Is this a brand new one you created after installing 0.1.4? Or one created before 0.1.4? I expect legacy ones (and this probably includes loading saved ships in the VAB) would still have this bug, but I would want to know if it's happening on brand new ships, since it uses persistence to handle inflating on load (it's actually the default state).
  8. Yep this can be looked into - I'll be doing a treatment of all of the parts one by one, will add an issue to GitHub.
  9. I do use the latest version. So if you use RealChute be sure to update that. It for sure will cause this issue. For my own education - do you have an older version of RealChute installed? I want to see if this is another MM issue, or a RealChute version issue.
  10. Thanks much! Just saved me a ton of work and research ZIP version? Earlier this eas related to how I was handling the RealChute MM config but that was fixed in the latest zip.
  11. Two things. First - use Module Manager. No reason not to use it, and it's key if you use Kethane. Second - the kethane drills do not work for the ORS deposits I see in your pics above. You will need to use a metal refinery for ore, chemical refinery for minerals, a water plant for water, and (I believe) it's the polymer MKS module for substrate. Should be info in their right mouse button spot. This is why I added a Harvester in the new version
  12. Unsure on BTSM - all I can say is that I do not do any custom tech tree stuff, but I also have no idea if any of their plugins will cause issues... Best bet is to give it a shot! Kethane wise, you can use ORS instead. Kethane is now optional.
  13. Just created a new version of tie ZIP. should be 1757 K - syncing to DropBox now
  14. There's a Readme in the download and a folder cald altTextures
  15. Interesting, although I may use an alternate resource since I do not want people to kill themselves deorbiting May use the TAC generator to convert water to oxygen and electricity via the hydrogen. So I'd up the water enough to supply enough hydrogen for 15 days.
  16. New version up with lots of goodness. Monoprop engine, proper mass calc, KASy goodness, and no more collapsing pods.
  17. I like that idea - let me fiddle with it Whoops - better persist a variable it looks like....
  18. The LS supplies are added when the pod is unpacked (Eventually I'll do some trickery where I lower the part's mass, changing mass for resources). They are effectively being 'unsealed' - so cannot be consumed unless the pod is cracked open. RE larger version - you could easily add in additional modules in between the propulsion module and the lifeboat module. Electricity is provided by a tiny atomic slug a-la RTG, but 1/10th the size (humans have made these fellows in the sub-3kg range, so logical that Kerbals would have something similar). Lights would absolutely kill it, but it's enough (barely) to keep a Kerbal alive. Of course, he'd still be in a bubble... in the dark.
  19. That's precisely why there are two parts You can use the capsule as a rescue enclosure (which was the original design). It will keep a Kerbal alive for 15 days inside. Granted, it will be a horrible 15 days as he wallows in a bubble filled with his own filth, but hey, better than puffing into smoke
  20. So I did some tweaks. Moved water down to 11, Food to 1. Only because you can survive three days without water in the TAC-LS default config. LF/Ox is now 1.35/1.65 with 420 ISP @ 10 thrust. Still have no issues deorbiting a stable Kerbin orbit. Monoprop is 2.5. Ablation is 100, and it looks like I have to tweak the RealChutes config and add a secondary chute because I keep getting Kerbals killed with G-forces
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