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Constan7ine

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Everything posted by Constan7ine

  1. Does anyone know if you need to make a new save for the surface features to spawn on planets? I heard that in a preview youtube video and would like some clarification.
  2. @CaptRobau I assume mods with science experiments like SEP, @DMagic science and such will be broken due to the renamed biomes. Do you mind if I go and update their configs? Edit: Looks like it works fine using the default science defs, that'll be fine!
  3. Reinstalled from the download from SpaceDock and it's working now. I previously downloaded from GitHub, so if they're identical I must have done something wrong the first time. Thanks!
  4. TCA isn't showing in my applauncher. Could this have something to do with the Contract Configurator bug I've been hearing about? This thing: http://forum.kerbalspaceprogram.com/index.php?/topic/150719-contract-configurator-broke-my-mod/&do=findComment&comment=2826102
  5. Can confirm the bug @Drakenex is experiencing. Everything is offset and weird and not working properly. Removing KJR fixed it.
  6. I just realized what this mod is. It's completely absurd. I love it.
  7. I think the bug @Nertea is talking about is occurring in the tech tree, which doesn't align with the bug reports of VAB/SPH flickers.
  8. Hello, How does the crew hatch work in this mod? It doesn't have crew capacity? And it seems to attach to things.
  9. I see a reusable space program playthrough coming on
  10. It's being worked on. 1.2 changed some things regarding fuel flow that are causing problems with the mod. I also heard somewhere that some of the orbital mechanics maths had new domains (0, 2pi => -pi, pi) which would cause issues with KER. I have faith that the mod dev is working on it, we just have to be patient, bugs are hard to fix and can take any amount of time.
  11. That whole thing was built on site? Woah! I didn't expect the mass limit to be a ton, seems there's lots you can do with that. I can see someone replacing parts of a permanent satellite or station once they've unlocked better things in career mode. That might be a fun mission.
  12. What is the size limit then? Assuming one kerbal?
  13. Hello all, Everyone keeps saying the KAS/KIS mod combo are excellent and add so much, but I've never used it and have always struggled to see how it's so useful/cool. Do you have any stories of cool uses of these two mods that would help me see why people like them so much? Have you done anything/built anything you couldn't have without KIS/KAS and how? Aside from the usual example of build a rover or something? On a slightly related note, is there a size limit to the things you can carry in containers, and attach in EVA?
  14. @Daelkyr I'd like to extent my thanks for work on IVA's. It's something small but I like being able to see the mission from the perspective of it's crew. It makes it all the more real.
  15. Hello all, I'm not sure if CobaltWolf is aware (he probably is), but IVA's don't seem to work on some of the capsules. Some capsules: And then viewing IVA's it looks like this: This is in 1.2 and the only other mod installed is mechjeb (the dev version). If there's any other information that you'd need to solve do ask. Here's the KSP.log from launch https://dl.dropboxusercontent.com/u/53792213/KSPNOIVAs.log Thanks CobaltWolf! Otherwise loving the mod!
  16. Sorry I haven't replied in ages. That is the actual file I used, the one I previously uploaded. I just uploaded the maneuver from the DV Maneuver part of the Mission architect, straight into KSP. Is this the procedure you used to upload the burn to KSP?
  17. Change cameraPosition to something like 0, 5, 0. I haven't tested this but I assume since cameraForward is in the y direction increasing the size of the y component of cameraPosition would do what you want. Note however I've guessed the number 5. It may be too small or too big, but I think it'll do what you want. Try it and see, the worst thing that could happen is the camera will be in the wrong place.
  18. I recreated this as you asked, using the MA_example_MissionToLaythe.mat file that comes with the KSPTOT. The only mods involved were mechjeb which I used to put the rocket in a 100km orbit for me, and some visual mods (scatterer, EVE and DistantObjEn). The rocket was the base Kerbal X, and I did it in a new save file on KSP 1.0.5. I uploaded my initial parameters and saved them in this mat file, which is essentially the same as the base MissionToLaythe file. https://dl.dropboxusercontent.com/u/53792213/With_Initial_Parameters_MissionToLaythe.mat Thanks for doing this! EDIT: I tried this with absolutely no mods at all, excluding KSPTOT connect. And it behaved exactly the same.
  19. I time warped until about 10 minutes prior to the burn as stated in KSPTOT, computed a departure burn by loading in the vessels orbital information, and then uploaded the burn, and once again it was wrong. And once again if I shift it backward about 10 minutes I get somewhat of an encounter with jool. There appears to be little to no difference whether I do this in the mission architect or straight from the "Compute Departure Burn" screen. In the latter case all I'm doing is getting a porkchop for kerbin to jool, setting my estimated arrival time about 2 years ahead of the departure time. And then computing a departure burn from oribtal information loaded from the active vessel. Oh by the way, thanks for your help, I'm much appreciative.
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