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Wadusher0

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Everything posted by Wadusher0

  1. Yeah. Thing is, most mod makers probably won't do that unless they update something else in their mods with it. Or they just forget... I still don't get why MiniAVC won't give me the option to run them despite them being old while keeping the MiniAVC dlls.
  2. A lot of the mods that package MiniAVC were updated to 1.2 or 1.2.1 instead of 1.2.2, and despite them working flawlessly in 1.2.2 MiniAVC refuses to let the game even attempt to load it and gives you no option to load them other than by deleting the MiniAVC dlls. It seems to not understand the concept of a non-mod breaking KSP update.
  3. Couldn't you just use Scott Manley's old video showing FMRS and Stage Recovery for reference? Or is there something not in that video you want?
  4. You might want to use RCS Build Aid to help balance your array of engines around the center of mass. It'll show exactly where and how much torque your engines put out, which is invaluable in an asymmetrical craft.
  5. Could you also make the mod check if you are currently burning before it does calculations? There might be some people who have this problem who forget to turn off the window when they do a transfer burn and don't realize this mod is tanking their framerate. Not to mention, you probably won't be planning any transfers right in the middle of a maneuver node.
  6. Thanks for the suggestion. Reason I want the electrolyser is I'd prefer not to drain my ore any more than I already would with just LFO. I already have several mods using it for more than that. If I need an industrial scale liquifier instead of the Universal Storage patch @superdavekerman suggested I'll just patch the CryoTanks electrolyzer. Well since I'm also using Universal Storage, that would come in very handy. Problem is KSPI is a huge download... but I can live with that. I appreciate the feedback.
  7. I've got a variety of advanced nuclear engines running on Liquid Hydrogen, and I have the tools to extract water and electrolyse regular hydrogen from several mods, but I have no clue which mod can liquefy the regular hydrogen. Mind you, I'm nowhere near the point where I actually need this yet - I'm just curious if I can refuel these giant Kerbal Atomics engines by mining and electrolysing enough water, given the right mods.
  8. Most mods released for 1.2 and 1.2.1 will be compatible with 1.2.2, especially part mods like this one.
  9. This right here is my go-to guide for base building. However, it was written before the offset tool was a thing. I say that because when you use the offset tool with angle snap on, it snaps the part to a grid, which makes it a whole lot easier to align landing gear to a standardized height. Speaking of which, I highly suggest starting by making a subassembly with landing legs and a docking port at the exact height you need them to be on all of your modules, and use that as your building guide.
  10. Works perfectly fine for me. Note that 1.2.2 is mostly bugfixes which means most mods released for 1.2 will work with it.
  11. Better Burn Time gives you a time to impact as well as a countdown to start a suicide burn. It's also a lot more out of the way and convenient than something like Throttle Controlled Avionics. I still find it tricky to land in precise locations, but maybe that's just my piloting. Either way, its a lot easier than without it.
  12. @Ruedii I'm pretty sure the parts as they are have high enough heat tolerances to survive re-entry. Maybe for interplanetary re-entry you'd need additional heatshields but as they are, they might survive a Mun or Minmus return. You could also use the Mr. Cooler to help with re-entry.
  13. That's an awesome idea, but unless you find a decent input for the KrakenJuice producer it'll essentially be a free OP fuel machine. One idea to make that stuff without mining it is to have your oversized Kraken specimen destroy nearby spacecraft in a blaze of glory and output KrakenJuice. You could even require that it be activated by a kerbal on EVA, while giving a decent countdown for said kerbal to hightail it back to a sufficiently fast spacecraft. Of course, with this method you'd have to be within the physics range the whole time but outside the blast radius... a lot of config tweaking may be needed there. If you have your own ideas as to the input I'd love to hear them.
  14. Hmm... looks like I'm using version 2.3.1. I'll see if I get the same issue in version 2.3.2 and then send the log file. Looks like 2.3.2 fixed the issue of the B button missing from the toolbar and being unable to minimize the UI, but I still can't move it around in flight. Also, I deleted the slow mo physics warp (Time Control does it better - I use Better Time Warp for fast physics warp) and I got this annoying pop-up window telling me what I just deleted that I can't close. I assume you forgot to add a button to close it. Here's the pictures I took of it https://imgur.com/a/K6mOq And here's my ksp.log file http://pastebin.com/wRFnFVrF
  15. The B icon is there in the space center but not in flight. I can get the window in flight by having it open in the space center then going to the VAB and to a spacecraft, but then I can't move it or turn it off. Also, in-flight that little arrow does nothing. I haven't tested if the arrow works in the space center. I have no clue if I'm using the latest version. I'll re-download it and see if the problem persists. As for toggling the B icon, I suggest keeping it in the toolbar in flight by default. I'll take toolbar clutter over a confusing UI any day.
  16. Am I the only one here who can't access the UI in flight? The characteristic B button to bring it up is nowhere to be seen outside the space center/tracking station, which is extremely irritating since I have a situation where I routinely want to switch between regular and massive overkill physics warp right in the middle of an ascent. This should be possible given the use of the UI at the launchpad the pictures. EDIT: I got it working in flight, but the UI has a number of issues. I can't move the thing out of the way or minimize it or indeed hide it with the annoyingly non-existent B icon.
  17. Thanks Seems the only decoupler there is the launch clamp, but since it's a config file, I can easily rig it up to work with the drop tanks. I wonder if I can also disable the stubs that are from the radial decouplers in the editor... If not, I'll just put a structural fuselage there.
  18. Is there a way to make a Module Manager patch to toggle these tanks' decouplers in the VAB? Say, with Tweakable Everything? I want to use them as EVA corridors doubling as fuel tanks in a station, much like you would a Structural Fuselage, and I do not want to accidentally disassemble my entire station using these, but I also want to use them as drop tanks on other vessels.
  19. You could try Stock Visual Enhancements if you want really nice clouds in the game. Works fine out of the box and functions in 1.1.3. For water effects there's Scatterer, but you'll have to wait until it updates to 1.1.3
  20. @Unit327 That didn't work, I'm still getting the error. Its not the firewall either, as I turned it off and still got the error. Could it be I need to use different ports? Or is there something I need to change in my computer's settings?
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