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Venthe

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Everything posted by Venthe

  1. I might be a doof, but once you select 'dictionary', there is no way to go back and select another one?
  2. http://forum.kerbalspaceprogram.com/threads/116798-1-0-Bug-A-I-R-B-R-A-K-E-S-toggle-not-working-with-Action-groups confirmed bug
  3. Another one (Tested in SPH): When creating new ship and/or loading one while you have no available crew you get the misleading info "No manned comm modules" but without a pointer that's the problem is because there is no available Kerbonauts. But the real bug is here: When you go to Astronaut Complex from within building (Currently tested with SPH), get the new kerbonaut to roster and even insert kerbonaut into capsule, after you press launch YOU STILL GET THE INFO about missing controllable pod! It goes away when either you reload craft, create new. But when you launch, craft is uncontrollable, no crew portrait showsup. After revert adding Kerbal to ship results in Info (No crew) not showing anymore, and craft launches fine Edit: Confirmed with VAB
  4. Confirmed - Slapped on Aeris 3A, removed from brakes, added to Custom 1 - still does not work
  5. Okay, my request - would you kindly make your mod available through CKAN for easier installation? (An by this I mean auto-updates handled by CKAN)
  6. Very small plugin - 5 flags for Poland. https://www.dropbox.com/s/23fcmtkbvv2rhuh/PolishFlagsPack.zip?dl=0 When logo for POLSA will be selected, this pack will be updated Edit: Changed host from Kerbalstuff to Dropbox - apparently "adding content into game" is not a mod.
  7. One of three actions does not work. Is it really intended? Ofc. with brakes (for me) works flawless... If a little too slow compared to B9's
  8. In my case, Airbrakes wont 'save' action group with toggle (As for now tested with toggle only). Open and close set separately on different AG works well. http://www.reddit.com/r/KerbalSpaceProgram/comments/341w8z/does_anyone_else_have_issues_with_the_airbrakes/ Here other person have similar problem, but in his case AIRBRAKES wont deploy at all
  9. You can use -force-opengl (it will drop gigs of ram), ATM will cache textures, then you can exit and remove -force-opengl. Now it should load cached vers of textures
  10. 000_Toolbar AmbientLightAdjustment B9_Aerospace Chatterer CrossFeedEnabler CrowdSourcedScience DDSLoader DeadlyReentry Diazo DistantObject EditorExtensions EnhancedNavBall FerramAerospaceResearch Firespitter GilB9Shuttle_Wings HullCameraVDS ImprovedChaseCamera InFlightWaypoints IntakeBuildAid JSI KAS KerbalEngineer KerbalFlightIndicators KerbalIspDifficultyScaler KerbalJointReinforcement Kerbaltek KineTechAnimation Klockheed_Martian_Gimbal KronalUtils KSPIRC MagicSmokeIndustries MechJeb2 MemoryUsage ModuleManager.2.5.6.dll NASAmission NavHud NavyFish PlanetShine ProceduralFairings RealChute RemoteTech ResGen SafeChute SCANsat Squad TextureReplacer Trajectories TriggerTech TweakScale Virgin Kalactic VNG And i am still waiting for few mods to up to 0.90 Anyway - if someone do have unmodded game and he's willing to test it would be great.
  11. This one SHOULD work without mods, as there are only stock parts - but since I don't have unmodded game - I place it here. I've found myself many times wishing I could place waypoint, to easily reach it by other craft. To scratch my itch, I've developed lightweight probe - with antennas, batteries, reaction wheels, RCS engines and solar panels. It feels little overpowered (Especially engines and rotation) but oh, well. RCS tank has reduced fuel, engines are throttled and landing legs are retracted. Stats via Kerbal Engineer dV: 1.212km Mass: 298kg TWR: 4,71 (7,21) Parts: 16 Cost: 4,533$ Download link: https://mega.co.nz/#!fZYxHIrD!4dj2Ak8Xg6VwSJkXokaF1BImupoD1gvWziKojXjLaxk
  12. I've made some changes for my liking (Matching nodes with B9 parts, scaling down torque & adding TAC) Warning! I've 'deleted' most parts via MM, I've left only 'unique' ones. Porkjet , will U allow me to post here finished version of modification, with texture (Not included here) matching b9? anyways, here's the mod - just put it as cfg somewhere in GameData // Deleting parts which overlap with B9 -PART[mk2CargoBayS]{} -PART[mk2CargoBayL]{} -PART[mk2Fuselage_L]{} -PART[mk2Fuselage_LFO]{} -PART[mk2Fuselage_Short_L]{} -PART[mk2Fuselage_Short_LFO]{} -PART[mk2_1m_Bicoupler]{} -PART[IntakeRadialLong]{} -PART[scramAirIntake]{} -PART[wingConnector1]{} -PART[wingConnector2]{} -PART[wingConnector3]{} -PART[wingConnector4]{} -PART[deltaWingX]{} -PART[deltaWing_small]{} -PART[elevon1]{} -PART[elevon2]{} -PART[elevon3]{} -PART[wingStrake]{} -PART[structuralWing1]{} -PART[structuralWing2]{} -PART[structuralWing3]{} @PART[mk2_1m_AdapterLong] { @node_stack_top = 0.0, 1.875, -0.01, 0.0, 1.0, 0.0 @node_stack_bottom = 0.0, -1.875, -0.02, 0.0, 1.0, 0.0 @node_attach = 0.0, 0.0, 0.58, 0.0, 0.0, -1.0, 1 } @PART[mk2_1m_Adapter] { @node_stack_top = 0.0, 0.9375, -0.01, 0.0, 1.0, 0.0 @node_stack_bottom = 0.0, -0.9375, -0.02, 0.0, 1.0, 0.0 @node_attach = 0.0, 0.0, 0.58, 0.0, 0.0, -1.0, 1 } @PART[mk2CrewCabin] { @node_stack_top = 0.0, 1.25, -0.02, 0.0, 1.0, 0.0 @node_stack_bottom = 0.0, -1.25, -0.02, 0.0, 1.0, 0.0 } @PART[mk2DockingPort] { @node_stack_top = 0.0, 0.625, -0.02, 0.0, 1.0, 0.0, 1 @node_stack_bottom = 0.0, -0.625, -0.02, 0.0, 1.0, 0.0, 1 } @PART[mk2DroneCore] { @node_stack_top = 0.0, 0.125, -0.02, 0.0, 1.0, 0.0 @node_stack_bottom = 0.0, -0.125, -0.02, 0.0, 1.0, 0.0 } @PART[mk2Cockpit_Inline] { // Matching Torque and electric charge @RESOURCE[ElectricCharge] { name = ElectricCharge amount = 50 maxAmount = 50 } @MODULE[ModuleReactionWheel] { name = ModuleReactionWheel PitchTorque = 7.5 YawTorque = 7.5 RollTorque = 7.5 RESOURCE { name = ElectricCharge rate = 0.6 } } // Aligning stacks to match B9 @node_stack_top = 0.0, 1.25, -0.02, 0.0, 1.0, 0.0, 1 @node_stack_bottom = 0.0, -1.25, -0.02, 0.0, 1.0, 0.0 // Generic internal, so we can see our brave kerbals INTERNAL { name = GenericSpace1 } // TAC Life Support MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 1 maxAmount = 1 } RESOURCE { name = Water amount = 1 maxAmount = 1 } RESOURCE { name = Oxygen amount = 1 maxAmount = 1 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 1 } RESOURCE { name = Waste amount = 0 maxAmount = 1 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1 } } @PART[mk2Cockpit_Standard] { // Matching Torque and electric charge @RESOURCE[ElectricCharge] { name = ElectricCharge amount = 50 maxAmount = 50 } @MODULE[ModuleReactionWheel] { name = ModuleReactionWheel PitchTorque = 7.5 YawTorque = 7.5 RollTorque = 7.5 RESOURCE { name = ElectricCharge rate = 0.6 } } @node_stack_bottom = 0.0, -1.25, -0.02, 0.0, 1.0, 0.0, 1 INTERNAL { name = GenericSpace1 } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 1 maxAmount = 1 } RESOURCE { name = Water amount = 1 maxAmount = 1 } RESOURCE { name = Oxygen amount = 1 maxAmount = 1 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 1 } RESOURCE { name = Waste amount = 0 maxAmount = 1 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1 } }
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