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HawkW

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    Rocketeer
  1. I'd like to report a minor bug in the RemoteTech ModuleManager configurations. I noticed that the Vostok/Almach antenna (the "A961A Hoop Antenna" in-game) was not a RemoteTech compatible antenna. I checked in the config file (_Extra_RemoteTech.cfg), and it looks like the antenna was being referred to as "Almach_Antenna_A" in the RemoteTech config file, but in the config file for the actual part, the name was "Vostok_Antenna_A". Changing the name of the part in _Extra_RemoteTech.cfg to "Vostok_Antenna_A" fixes the issue. I also noticed that the config file for the part was called Almach_Antenna_A.cfg, rather than Vostok, which is likely the source of any confusion while writing the config files.
  2. I'm having an issue where the textures for the RLA 0.65m fuel tanks aren't displaying properly. The parts are solid black when placed, and have large black areas in the VAB part catalog. Any idea what might be causing this?
  3. Yeah, I'm having this issue as well. When I place an engine, it has a fairing around it, even if there's no decoupler stacked underneath, and the fairings don't automatically jettison. It's kind of annoying. Anyone know a fix?
  4. Hi, what exactly is the difference between the Tantares and Tantares LV mods currently available for download? I know Tantares LV is smaller, but what parts exactly are available in LV?
  5. After the Second World War, the president of the Kerbal States, John Fitzgerald Kerman, proposed an ambitious new goal for the nation, leveraging the recent developments in aerospace technology gleaned during the war: the exploration and eventual colonization of space! The Kerbal States Space Programme, or KSP, was founded and tasked with overseeing the nation's space exploration missions. KSP's first long-term goal was the manned exploration of Kerbin's natural satellites, Mun and Minmus, but before this could take place, the technology to launch Kerbals into space and bring them home intact must first be developed. Launch Complex Construction In order to better support space launches, a site near the equator was chosen for the construction of KSP's headquarters, the Cape Kernaveral Space Centre, or KSC. The Vehicle Assembly Building (VAB) was located close to the main pad, so that moving assembled rockets to the launch site would be relatively easy. It was decided that all of KSP's facilities, including the astronaut training centre, mission control, research and development, and administration, would all be located at the launch site at Cape Kernaveral, in order to better facilitate cooperation and communication between the programme's various branches. Recruiting the first Kerbonauts The first three Kerbonauts recruited, Jebediah Kerman, Bill Kerman, and Bob Kerman, were all veteran test pilots from the Kerbal Air Force's high-altitude and hypersonic research programs. Jebediah, the test pilot group's leader, had a reputation for bravery that bordered on the mythical - it was said that he "had no fear" and "laughed in the face of danger." This was confirmed by the psychological evaluations done as part of the Kerbonaut recruitment project, and the lead psychologist was reported as having referred to Jeb as a "tremendous badass." Jebediah's bravery made him an ideal candidate for the first Kerbal in space. Bill and Bob were both also highly qualified - Bob was a jet fighter pilot who had transferred to the test pilot program, and had logged over 1000 hours piloting experimental aircraft, while Bill, who was also an experienced test pilot, also boasted a Ph.D in aerospace engineering. Four additional Kerbonauts were also recruited: Desoly Kerman and Erton Kerman, flight engineers; and Elsy Kerman and Ribvin Kerman, astrogeologists who specialized in Mun and Minmus, and would make up the science team of the planned Munar expeditions. While the test pilot group evaluated KSP's experimental space hardware, Desoly, Erton, Elsy, and Ribvin were all undergoing intensive training in their specialties to prepare for future flights. While the Kerbonauts underwent training, KSC's engineering team, under Chief Engineer Hawk Kerman, began development for the manned orbital spaceflight pilot programmme, designated the PACER Project. Its primary objective: to place a Kerbal into orbit around Kerbin, and return him home safely.
  6. [TABLE=width: 500] [TR] [TD]Name [/TD] [TD]Role [/TD] [TD]Decorations [/TD] [/TR] [TR] [TD]KERMAN, Jebediah [/TD] [TD]Test Pilot, Project PACER [/TD] [TD][/TD] [/TR] [TR] [TD]KERMAN, Bob [/TD] [TD]Test Pilot, Project PACER [/TD] [TD][/TD] [/TR] [TR] [TD]KERMAN, Bill [/TD] [TD]Test Pilot, Project PACER [/TD] [TD][/TD] [/TR] [TR] [TD]KERMAN, Desoly [/TD] [TD]Flight Engineer [/TD] [TD][/TD] [/TR] [TR] [TD]KERMAN, Erton [/TD] [TD]Flight Engineer [/TD] [TD][/TD] [/TR] [TR] [TD]KERMAN, Ribvin [/TD] [TD]Mission Specialist (Geologist) [/TD] [TD][/TD] [/TR] [TR] [TD]KERMAN, Elsy [/TD] [TD]Mission Specialist (Geologist) [/TD] [TD][/TD] [/TR] [/TABLE]
  7. Notes: My goal in this hopefully on-going series of mission reports is to tell a realistic, somewhat technical story, inspired by Cashen's mission reports, but playing by the rules of Career Mode. I'm using a number of mods, including KW Rocketry, Kethane, TAC Life Support, DMagic Orbital Science, Universal Storage, and Near Future Technology (including its' modified tech tree). I'm an engineer by trade, so I like the technical voice, and I think it's pretty fitting for KSP mission reports. Mission naming may follow a scheme along the lines of the BYEMAN Control System, mostly because I like the random-uppercase-codewords theme, and partially because I don't think real-world Earth mythological figures are appropriate names for completely fictional Kerbal spacecraft. Table of Contents Introduction Kerbonaut Roster The Founding of the Kerbal States Space Program The First Steps Out
  8. I know it says on the first post that this mod is 32-bit only, but is that referring only to the 64-bit Windows KSP, or to the Linux 64-bit KSP binaries as well?
  9. I just installed the newest TweakScale and, uh, it doesn't seem to work at all. When I right-click on parts that should be tweakable, there's no option to rescale them. What logs or other information would you want to see to diagnose the issue? Edit: my bad, looks like I had installed another mod incorrectly, and there was an older version of TweakScale in my GameData folder. Sorry for cluttering up the thread.
  10. I'm having an issue with the dropbox dev release and TweakScale 1.23: when I left-click on the parts, the option to change the scale does not show up. After encountering this issue, I commented out the TweakScale research lines as discussed earlier in the thread, as I thought it might be linked to the problems some people have had with that, but the issue persists. Any insights into what's up with that? Edit: my bad, looks like I had installed another mod incorrectly, and there was an older version of TweakScale in my GameData folder. Sorry for cluttering up the thread.
  11. Yeah, it does. If you look a little earlier in the thread, you'll see that the current version of HGR Beta is intended for 0.24
  12. Hey, I'm using the Near Future Technologies pack, including it's patch to make nuclear engines use Hydrogen rather than LF/LOx. Would it be possible to include a patch to allow Kethane converters to convert Water(and/or possibly Kethane, considering that it's chemical composition is supposedly KH4) to Liquid Hydrogen? I may just write it myself, but I'm not exactly a ModuleManager expert...
  13. Cool, I'll hold off on updating, then. The SPUD RPMs are back in place - thanks!
  14. All right, thanks for the speedy response! Do you know if this release will work with the new RPM release that came out yesterday? I've been holding off on installing it since it looks like there might be some compatibility issues. Keep up the good work!
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