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stryker2279

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Everything posted by stryker2279

  1. @Nertea I am curious if there are any plans to add a native life support scrubber as a sort of utilities module, something that doesn't hold a lot of resources, but reprocesses waste materials into usable stuff like o2 and water? I know that such parts exist in mods like TAC life support, which I use, but those parts just don't fit the aesthetic of your mods. cheers!
  2. thank you, wonderful fix! now my kerbals can actually board their space station, which is great, because val was hogging all the blankies
  3. wanted to let you know of a glitch involving connected living space, and stock game for that matter, the parachute docking port does not allow kerbals to pass through, not sure if this is by design, or what, doesn't say on the parts label. I have no clue how you would fix this issue, but it would be just awesome if youd fix it
  4. is there any way to use the planned patriot missile launcher before its officially released? i have no idea whats going on with the github, it looks nothing like what youd download from kerbalstuff, and id LOVE to try out a feature like this :3
  5. what were the names of the songs you used? specifically the first one?
  6. agreed!!! now theres no point in me futzing, you did it all for me!!! yay! 1 teeeeny problem, the lvt 45 has an incorrect bottom node, its inside the engine bell, other than that, stellar!!!
  7. im using the 1.9.0 version from github and for the life of me i cant figure out why the pointy nose cones have vanished. i realise that this isnt a full release, but i cant find any files saying to get rid of it so what happened? am i crazy, or just stupid? ::edit:: well, i guess im neither, just poked around, and found that the aero-pathpatches.cfg is trying to use a file that doesnt exist, here, take a look: @MODEL,* { @model ^= :^Squad/Parts/Aero/cones/ConeA:VenStockRevamp/Squad/Parts/Aero/TallNoseCone: } @MODEL,* { @model ^= :^Squad/Parts/Aero/cones/ConeB:VenStockRevamp/Squad/Parts/Aero/TallNoseConeS: } but in there is no such thing as TallNoseCone or TallNoseConeS, as far as i can tell, ill just delete those lines and see what happens! hope this helps someone!
  8. actually, ive just ruined one of my saves, thankfully only useless remotetech sats were harmed, but im not 100% clear what you said to do, i just started butchering the file like a madman and deleted random stuff that didnt look important. what do you mean by 'comment ALL CODE BLOCK'? thats why i was hoping that someone would take the time out of their day to take a lot of time to help one guy out(note the sarcasm, no one does that nor should you expect them to, keyword being hope, not expect) the stock spaceplane parts all look good, its the rockets that are decrepit, and thus i whine about my problems and say 'i wish the rocket parts were their own separate thing from the rest of it' also, im writing this at 5:45 in the morning without sleep, so ill probably regret writing half of this in like 12 hours lol
  9. buggish issue, anyone else have the mk 2 escape cover just blow things up? thanks for this man!
  10. ah, well, all i want to keep is the rocket stuff, so fuel tanks and engines, but not any of the jet stuff, or anything else for that matter, any help where to go? ::edit:: forgot to mention the decouplers NEED to stay, i loves them too much!!!
  11. would it be too much to ask if you could chop this into a couple of different revamps? i love this mod for giving rocket parts a facelift,but id like everything esle left alone, and im too scared to throw anything out on my own. help?
  12. i have an idea, what if you made it possible to control infernal robotics from an rpm screen?
  13. i seem to be getting this weird bug where the parts themsleves dont move, but the parts attached do move, heres a pic: [url]http://imgur.com/DBpJvRT[/url]
  14. yes, i do have jsi installed, which is why objects are appearing in the kupola module: when i uninstalled jsi, the kupola had no inner structure whatsoever. ::edit:: here is the log file, i believe this is the correct one. [url]https://www.dropbox.com/s/33xhh6b0cup7s2t/output_log.txt?dl=0[/url]
  15. cant wait for you to get back in the game, sumghai, hope your pc gets to you sooner rather than later! on a side note, is it just me and my super modded install, or do none of the internals actually work, like can see inside, except for the kupola module? i will try and see whats up, and see if its just me. ::Edit:: this is a pic of what im seeing, on a unmodded version of the game, 1.0.5 http://imgur.com/OOzyzYe as you can see closely in the pic, the hab module is just a window looking at nothing, just out the back of the module, while the kupola has stuff in it.
  16. it would be nice to make a feature to make it so that you can control an aircrafts max pitch in relation to the ground, every time i make an AWACS aircraft it always takes off, proceeds to try and ascend to its usual altitude via going vertical, as if it assumes it has a thrust to weight ratio above 1:1, stalls, and crashes. every. dang. time. *edit* also, is it possible for the ai to use the laser targeting pod to jdam targets on the ground, or is that not possible, or IS that possible, but i just dont know how to do it?
  17. I'm having some trouble with mechjeb not adding in the angle to launch to rendezvous box. Normally it adds in the angle, but out of nowhere it refuses to work. I can add in my own angle, but without being too accurate, it's worthless, and I made my rockets to barely scrape by with the necessary Dv to do their jobs, because I feel that extra fuel is a waste of money. Any help would be great, cuz for all I know mechjeb has become sentient and has begun phase one of the invasion of kerbin!
  18. It would be very interesting if you guys could make some sort of code to make it so that when your craft is re entering the atmosphere it gets the trajectory as close to the designated landing zone as possible, but when the craft reaches a set parameter, for instance when craft starts to get to a certain temperature, the landing autopilot goes into "reentry" mode, where it points the craft retrograde until the temp falls below the predetermined cutoff. Then, it will enter the final landing stage, where gears are deployed, chutes opened, and the final approach is made, that way it is designed to be used with the new heat shields. Any thoughts on this?
  19. So the idea is that the buildings aren't free, the workers aren't volunteers, and machinery to make rockets isn't powered by magic. Obviously, it ain't cheap to build and launch rockets! I propose that a monthly operating budget be put in place, so that way you can't just warp through time a hundred years without doing anything and then decide to launch a rocket, and have it done as smoothly and effortlessly as when the facility was brand new. You have to pay bills to keep the facility running like that. Another part of this proposition is to have a "government" subsidize you at first, and the amount payed to you from the "government" is in some way related to your reputation, much like the contracts. If you don't launch rockets for a long time you start to lose relevance, and who will hand money to the guys literally doing nothing? So you will lose funding, contracts dry up and you fizzle out of existence. Same with disasters; who is going to hand money to the guy who blew up three people and intends to do the exact same thing he did that caused the accident in the first place? With an event like this you have to try to work against your failure and restore your former glory to keep the public in your favor and keep that monetary lifeforce flowing. part of the concept is that you can, in theory, do whatever the hell you want without HAVING to slave away at contracts; by flying to Duna you raise your prestige, and then you get more government funding. With more funding you can send that second rocket, and the more stuff you can do. Contracts serve to jumpstart your projects, basically making the campaign much more sandbox than it is currently, because currently you have no choice but to grind at contracts to get anywhere, and I don't know about you, but I really don't feel like testing tons and tons of rocket parts just to make a few more bucks.
  20. Wow, I somehow managed to get some pretty big modding guns on deck! Frankly I'm surprised so many people responded so quickly! So, if min thrust is buggy, do you guys think that a percentage based system independent of squads coding might be better? Cuz if so, then there is nothing I can do but watch as someone else makes this idea happen. If min thrust is workable then I'll have to try to learn how to make MM config files, which is much more manageable I think than learning how to code from scratch.
  21. Actually I did mention shutoff-ability, although I'll admit it was buried. But yes, mecripp, once started it goes to some minimum thrust value, but when you press the x key for example, it turns the engine off, like no thrust off. Kind of similar to how the Merlin 1d on the falcon 9 functions. If you are unfamiliar, with how it operates I highly suggest reading about these engines on spacex's website.
  22. You know, I was a little suspicious of those lines in the engines. The only issue is that I don't think that would allow for a "shutoff" of the engines, plus you would run into the issue of nonstick engines. The idea behind percentages was so that if you didn't have a MM config for that specific engine, the proposed mod would set a value of something like 70% for foreign engines, with the option of a modded to make their mod balanced - - - Updated - - - I do want that mod, gonna add it to my game, as well as a part failurs mod like dangit! That's what my concern was, when I get home I'll test it out for sure!
  23. So I've been reading a tad on rockets, and I thought that the way rocket engines in game are able to have a full throttle range of 0% to 100% to be a little cheaty; for instance, the falcon 9 first stage engines only have a throttle range of 70% to 100%. So, my idea is to add this limitation to the stock engines with variability, which would further balance parts, such as the lvt 30 and lvt 45. The 45 has a higher mass and lower thrust, with only gimbaling to show. In this example, the 30 would have a minimum of 90%, while the 45 has a value somewhere in the range of 50-70%. This makes the 45 an engine for precision, while the 30 is just raw power. That way you have better precision with some engines at maneuver nodes, as well as having more power control where it counts, like terminal velocity or landing, than others. You would still be able to turn an engine off, but once you relight, it *no pun intended* will take off to its minimum thrust value. I haven't the slightest clue how to make a mod, and the tutorials leave me clueless, so I think it would be better for someone else to carry a project like his out.
  24. Well whatever you do for the utilities module I will wholeheartedly support! If it were possible I think it would be cool to give it a dual antenna, one "dish" for long range comms and a short range omni, like 25km range for autonomous construction/drone control of stuff around the base/station. Also, how is the FLEXrack coming along?
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