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lextacy

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Everything posted by lextacy

  1. hmm, a bit confused....so I need an ending bracket twice at the bottom for? Or did you wrap a beg and end bracket on the 2 parts? Ugh confused, me no coder . If I code I get brain goo that leaks out my ears.
  2. Can someone tell me why this simple MM config is not working? I have this file placed in the game data folder.
  3. i agree with option "edit" A weighted average could go like this : -Weight is based on part reliability. So a lets say the Mainsail has low reliability rating and the Poodle has a high rating. The Mainsail could have a 2% chance of major failure and 1 % of minor failure. The Poodle can then have a 1% change of major and .5% of minor.
  4. Yes mechjeb is still a good friend . Sometimes I just need to make dinner, wash clothes ect. and mech jeb will rendezvous for me.
  5. hi, im looking forward to this as the direction seems to be amazing compared to the Dangit mod. Im hoping as you say "user" configurable that we have control in what parts this can be applied to? For example I install this mod and want to test some new engines that will go on a new launch vehicle (Falcon 9 Heavy) BUT I have a long standing list of launchers that have made many flights. I would not want the reliability tests/failures to apply to these due to them being past successful launchers (pre-testFlight). Is this the type of user configurability we are talking here?
  6. so the KAS thing....does that mean we can add non-KAS parts to be KASable real-time and in the VAB?
  7. Here is a great video I just saw tonight on some real techniques the Soyuz uses for its redezvous procedures. Some odd ball ones are the bi-eliplical transfer and the spacing technique. I think the bi-eliptical one is the most dangerous, and the spacing manuever is very time consuming (2 days in orbit)
  8. now all we need is the Grinch expansion pack , then life is good
  9. thanks mate ! I now have something to go by when setting multiple chutes in a series formation
  10. 1. Whats the spare chutes thing all about? 2. Whats this setting do ? Parachutes used (parts) 3. Please post a tutorial about the deployment options, presets, ect 4. Great mod , profit
  11. damn right ! Its so fun and easy to dock now! And you dont have to worry about mechJ wasting RCS on "backing up" for days
  12. there is a mod that can blow off parts on your ship, I cant recall the name right off bat....I think its called Blow Off
  13. I must need the way to see what the remaining dV is left on lets say an IUS booster which has solid fuel , but has an engine cut-off. Mechjeb will only display a "0" for its dV in stage if the engine is shut down. Any prospects on getting some info?
  14. found out there was a loose KAS plug flying around inside bay, you know the winch? Yea sometimes the plug comes loose on its own and wreaks havok
  15. hmmm, maybe it was a fluke. I have a few questions about the debugging options 1. what is the "alternate density calc? 2. shockwave multiplier 3. shockwave exponent 4. temp exp 5. multiplier
  16. Seems the shuttle cargo bays are not protected from ascent heat shock. Lost solar panels on a solar panel truss module I was launching the the ISS with a KSO shuttle. Might have to add abatement to the cargo bays? But how?
  17. okay thanks ! Ill get your latest ever version and put the .dll you posted . Is x64 Linux supported though? I know Windows x64 should not be supported and I agree lol
  18. Has anyone got 6.4.0 to work with .25? AND does it add shielding to KW fairings?
  19. has anyone tried this to get rid/move those nasty nodes inside the Buran shuttle cargo bay? Installing stuff in the Buran bay is near impossible with those nodes in they way.
  20. How can I change the electric charge requirements of the magnets on the arms? on a lighter note : the docking camera works in .25 but kills your framerate. Really not a game breaker so Ill just enjoy
  21. Learned alot today! Thanks for following up. The green leave button in the space center doesnt do anything when I press it. I wont be able too see what each difficulty level will do. Any ideas? Ive made lots of things such as hydrogen, oxidizer, monoprop, biocake and mass. I haven’t tried making liquid fuel yet. Later tonight ill try. I couldnt get food to output. I installed the Koylent maker, a TAC food canister, a couple of 4000k batteries ,the test tank with seeds loaded and biocake. I ran the Koylent maker and nothing happened. I think I have everything? One thing about the hydrogen. You should include a reaction to break down water into hydrogen. Maybe slipstream the process into the hydrogen compressor or make a separate part. I feel the hydrogen resource has a critcal missing logistics in this regard. Seems like a catch-22 if the only way to get hydrogen is monoprop, but to get monoprop you need hydrogen. So the hydrogen ends up coming from a terrible ratio source such as the air using the air splitter gizmo. Idk if that overbalancing it , but I just have this bad feeling hydrogen is the weakest link in the whole fuel creation scenario.
  22. here is some bug reports: 1)a Sometimes CO2 will not transfer from module to module, need to reload craft 1)b Sometimes transferring CO2 from 1 tank will deplete tank # 1 , but not transfer that CO2 to tank #2. Therefore CO2 disappearing in thin air , not literally 2) Might be a bug ? The first timewarp notch will not let you build up biomass, it will show the number climbing, but when you drop out of time warp the number will reset back to the normalized value hope to see this mod working like a champ for .90 on linux x64
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