Jump to content

Enceos

Members
  • Posts

    2,128
  • Joined

  • Last visited

Everything posted by Enceos

  1. Personally I thought B9 Aero brakes are godsent, until i discovered how to use spoilers.
  2. I wish the mod supported CTT and unlocked various configurations on progress milestones. There's a CTT config for MKS.
  3. Many people have problems with FAR predictions accuracy. I suggest making an input box in the advanced menu of Trajectories called "Drag Factor" with a number by changing which we can tweak the drag predictions. For example "1" will be default drag model. Those who are coming short of the target location will input a number higher than 1 to correct the inaccuracy. Those who are coming far ahead of the target location will input a number less than 1. For example I will increase the drag factor to 1.15 for most of my pods. Some crafts will need a drag factor of 1.20, some of 0.95. Trajectories mod can't model the drag in FAR very accurately, and people will have an option to find the right drag factor for each of their craft to get an exact atmospheric trajectory prediction.
  4. I had a similar problem before with another set of parts, to find the cause you'll have to do much reloading and addon disabling. http://forum.kerbalspaceprogram.com/threads/100026-Infernal-Robotics-REWORK-extendatrons-problem
  5. Thank you Crzyrndm! You made the best two mods for planes controlling out there. I can't express how grateful I am ) These mods changed my flying completely.
  6. That would break the game. Imagine grabbing a docking port of your ship, do you expect to carry the entire ship on your back with that port?
  7. I'm getting a spam of NREs from Enhanced Navball as soon as I install Tech Manager in my game and go in flight. In map mode i'm getting a spam of NREs from Precise Node mod. Has anyone encountered same issues? Tackled them? Output_log.txt
  8. I'm getting a spam of NREs from Enhanced Navball as soon as I install Tech Manager in my game and go in flight. In map mode i'm getting a spam of NREs from Precise Node mod. Has anyone encountered same issues? Tackled them? Output_log.txt
  9. Any news on the crew capacity fix? none of my modules have spaces for kerbals Edit: actually the "Multipurpose Colony Module" has 2 crew spaces. The Homestead has none. Are "Inflatable Multipurpose Extension Module" and "Inflatable Orbital Workshop Addition" supposed to have crew spaces?
  10. gimme gimme dat texture! ) The first reason why I don't use the procedural decoupler is because it didn't have that hazard texture. The second reason... the heck it's not hollow?
  11. Blue and dark like this? Pellinor, will freescale work with welding as well as other types of scaling did?
  12. Looks like the problem disappeared after I removed the TweakableDocking.dll from the TweakableEverything mod. I have another question, does this mod support multiple docking nodes on one part? I've been reading this thread, but still can't figure out how to make a part with multiple docking nodes.
  13. Ah yes, forgot to delete the B9 legs to reduce the part count. Never used them anyway. Found some cool legs in the Nova Punch pack!
  14. Whoa! Can't wait, I feel like Christmas is coming again. So many good news all around!
  15. The Hangar mod here http://forum.kerbalspaceprogram.com/threads/88933-0-90-0-Hangar-v2-2-1 Has a very big 5 way station RCS port which is scaleable. Only 2 of those is enough to move everything. - - - Updated - - - If you use KAS addon, you can stick stock RCS on the sides and when you're done moving, go EVA remove them and store in a container for future use.
  16. I think the plugin needs one more config file to add compatibility with Multipurpose Colony Modules for MKS: http://forum.kerbalspaceprogram.com/threads/98251-Alpha-90-Multipurpose-Colony-Modules-for-MKS-OKS-%280-4-0%29
  17. Angel dude, would you please make a list of files we can delete in MKS to save memory?
  18. I'm in awe! The scaleable Grapple Device and Universal Stack Adapter are so ingenious! Best things for making stations of all sizes! I'm working on some textures for my install.
  19. Which mods do I need to install to fully populate the Community Tech Tree? I really hate spending science on empty nodes :S
  20. I've seen both parts Karbonite and Near Future. Not very good for small probes. Are there any other good parts?
  21. I've been using AIES legs in the past, they're pretty cool looking, but they have an animation problem in the model and started throwing NREs in 0.90, so i'm looking for a replacement.
×
×
  • Create New...