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Poofer

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Everything posted by Poofer

  1. thx for the heads up, i also installed your unofficial build since it has kerbalstuff support tho couple of things: - i noticed you have to add them via browser, you can't add kerbalstuff urls via the add button. - adding via kerbalstuff browser doesn't detect conflicts if the same mod was added via forum link (there are two copies with different names but exact contents and doesn't detect the conflict) question about updating mods: does it automatically update mods? if you add them via forum->github will it remember the url and fetch updates too? edit: just noticed that asking the program to update mods returns "no valid url for x mod" if the mod was added via kerbalstuff.
  2. hmm does this still need dev version? or will the main version have support soon?
  3. integrating into the tree would make it far less challenging since it would drastically reduce the amount of science required to unlock the parts, at least that's why i like more nodes with less parts in each.
  4. so i've been reading and found why my research building is not showing the interstellar nodes: treeloader. kspil is really the only mod i'm missing for the .25 transition but is also pretty much a core mod, are there any news on how to solve the treeloader issue? i see fractal already released a .25 version, how'd he get around it?
  5. question: how does one copy the modlist config from one install folder to another. i finally setup the whole shebang for a .24 install, but have a .25 install that i wanna update, and i really don't want to spend the time to setup every mod one at a time if i can just copy the config/path files since i also have another 2 installs.
  6. i already reported this in Remote tech, but i figure i should add it here as well. the MK1 Heavy duty guidance is treated like a kerbal (local control) by remote tech.
  7. So i have a modest career going on, with about 20 flights going on, most of em a satellite network, a couple stations, landers and ships. I've avoided flags in the past but it's started to become an effective way to keep track of special sites, problem is: it becomes really cluttered. the tracking station shows by default everything except debris, and whatever you select gets reset everytime so my question is: is there a way to keep the settings persistent?
  8. http://forum.kerbalspaceprogram.com/threads/60933-Optional-MechJeb-Modules-for-FAR-NEAR-km_Gimbal-%28Sept-7%29
  9. there's also a plugin for actual far/near support for the dev version. Edit, question: So i have an asteroid in Kerbin's SOI on an escape trajectory, practically at its periapse. Now, i can usually just launch in the same plane and make a Hoffman transfer to it, but i wanted to try the launch to rendezvous except i'm derping like no derp has derped before. What i've tried: - launching at periapse alt within the same plane, reverting then launch to Re. - launching at same alt randomly, reverting then launch to Re. - launching at higher alt (by the time i get to the periapse alt, 6 days have passed and the asteroid is at a higher altititude. i've tried variations of the examples above, most with bad results, orbits in diferent planes, opposite side of the orbit, etc. my question is: is MJ actually capable of calculating a LtR for an object that doesn't have a circular orbit?
  10. that's the ctrl-z problem, don't control z while using IR parts in the vab, just go out and back in to fix.
  11. you're most likely right about the docking, i only ever troed using IR for docking ships. i plan to use it more heavily with rovers but for now i guess it will remain as a way to amuse myself punishing kerbals when they fail...
  12. Uploading pics/craft. i reduced the craft to show the arm more clearly, but this happens on most vessels regardless of size. mod list: -interstellar lite 12.3 -IR .19 -FAR .14.1.1.a -TAC life support .10.0.12 - TAC fuel balancer 2.4.0.3 -Engineer Redux .6.2.1 Enhanced Navball 1.3.2 Env enhancements 7.3 Hyper Edit 1.2.4.2 KAS .4.8 KRJ 2.4.3.0 kerbal alarm clock 2.7.8.2 kethane 8.8 kw rocketry 2.6c mechjeb 2 remote tech 1.4.1 Active texture management x86 chatterer .7.0 http://imgur.com/a/NnvZE#0 - pics https://dl.dropboxusercontent.com/u/48340804/Duna%20Refuel%20Probe%20test.craft
  13. so, i'm using .19 and when using parts like the powered hinges they work well with one another and interact well with other parts from stock and mods in the vAB but as soon as i launch that stops, they only move as expected if attached to another IR part, the hinge for example will "rotate" but instead of moving whatever it's supposed to move, it twists itself on the node that's attached to the ship. this leaves most ship to ship operations useless for me, is anyone else here experiencing similar symptoms and if so how did you work around them, if ever.
  14. anyone having the same logs over and over and over? even when it eventually varies the variations themselves are few, anyone know how to force ksp to actually randomly pick the logs? i've checked the actual logs and found that it only ever picks the first line that matches the situation, never anything else, just goes for the first in line. this most likely is a ksp's fault but like i said, i wonder if anyone here (who are more likely to have found this problem) has a solution?
  15. yeah, that much i gathered, my point was and forgot to mention: why is it enabled for first part use?
  16. So i had the brilliant idea of using a docking washer as the first part for a vessel, KSP doesn't like that. upon launch the ship is floating without gravity if using KJR, it sits on the ground if not using it, regardless of that the ship has 176.4 m/s surface speed, if you are still curious enough to actually liftoff the ship goes boldly on to where the camera will never go (camera remains on the launchpad), finding that the bloody thing was the culprit involved removing every part one by one and testing the ship over and over....so i'm sure it's the washer.
  17. yep, my ksp was slower than a glacier last night, opted out for waiting for my ship to finish its orbit with autopilot and terminate ksp, its working like normal now, also seems mechjeb has a tough time dealing with welded parts, specially heavy ones. with unwelded ships it uses the control parts rather well, with a welded part ship it refuses to use the rcs to its full power, and even the torque wheels are not used. weird stuff indeed since it was working ok-ish when i first installed it.
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