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THX1138

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Everything posted by THX1138

  1. Just like the other threads but this one is about batteries! Pointless! I think the worst one is the Z-100 because it looks like crap. I only use it begrudgingly if design constraints necessitate it.
  2. I screwed up my screenshot. It was supposed to show that the radiator had a percentage of cooling being carried out and the drill and ISRU were below optimum temperature. My thread is ruined!
  3. I'm pretty sure most people on the forum will agree that the biggest problem KSP faces at the moment is the lack of a survival horror element. I suggest something like the movie Apollo 18 with the rock-spider-like life form that gets in someone's helmet. I also recommend using pre-rendered scenes like the older Resident Evil games. I don't know whether that would be a difficult thing to achieve in Unity? I'm more of a big ideas guy; I'm sure you'll figure it out.
  4. It probably doesn't matter much since it's only during the start-up of mining but the radiator panels report a percentage of cooling while the equipment is still warming up and below optimum-efficiency temperature. Does this mean the radiators are slowing down the accumulation of heat in a way that's detrimental to the start-up period of mining?
  5. The name Stayputnik hardly makes any sense after SAS function was removed.
  6. It would help me identify vessels if I could preview what it looks like when I hover over or right click the icon in map view - previews are currently available in the VAB and something like that would be suitable.
  7. I think it's the most fuel-efficient LFO engine. I use it often enough.
  8. I don't know what the sweet spots are but I do know that it's not fuel efficient to go too fast because of air resistance. It used to be most efficient to stay at terminal velocity but everything changed after an update in the past.
  9. I seem to have resolved the issue by deleting the most recent saves, deleting persistent.sfs and making a copy of quicksave.sfs and renaming it to persistent.sfs. Notably, the persistent.sfs file size was a great deal smaller than the other saves; I'm not sure whether that's normal. I doubt it's useful to anyone but here is my output log - it might be tainted with red herrings pertaining to my fiddling to get things working again: https://www.dropbox.com/s/14jm76kd86wdpvu/output_log.txt?dl=0
  10. There's another thread already where multiple people have reported this. I figure the contracts can be manually restored from a previous save but I myself have bigger problems. Could you list all the mods you have installed? Here is the other thread. I've listed my mods - maybe you have some of the same ones. Edit: Okay, I've got a way to at least restore the contracts until the problem happens again. You just have to copy and paste the contract information from when everything was okay to your most recent save. Having a program like Notepad++ makes this a great deal easier. Open the save with the contracts intact find the contracts section (Ctrl + F, of course). In order to collapse the stuff inside the curly brackets go Language > C++ and then click on the minus symbol shown in the screenshot below. Save as a new file called "attempted contract fix.sfs" and load it.
  11. I had a career and sandbox save and the folders and files are still present on my computer/file system but the saves do not appear in the Main Menu "Resume Saved" box.
  12. All my contracts have disappeared too! I'll update this post shortly with a list of all my installed mods. I also would like to know what section of my old save file to copy to my current one. Mods: Kerbal Alarm Clock 3.7.1.0, IndicatorLights 0.10, FlexoTube Docking 0.1, Chatterer v0..9.90, MechJeb 2.5.8.0, Danger Alerts v1.2, Module Manager 2.6.25, Docking Sounds 2.1.1, Rover Wheel Sounds 2.2, Better Burn Time 1.4.4, Crew Manifest 0.6.20, HyperEdit 1.5.2.1, Kerbal Attachment System 0.5.9.0, Kerbal Inventory System 1.2.12.0, MechJeb 2.5.8.0, NavBall Up Default 0.2.2, Precise Maneuver 2.2.0, SmartStage 2.9.4 I put a workaround solution into the following thread but it won't stop the problem from happening again:
  13. Okay, but how come struts are able to overcome this? Doesn't a solution of a sort lie in the mechanism behind struts?
  14. Could I suggest adding alarms for a) periapsis is now inside atmosphere, b) craft is now inside atmosphere, c) part(s) overheating?
  15. Allow parts to be connected in loops in the VAB so the situation in the screenshot below doesn't happen. It's important for large asteroid redirects.
  16. I tried using struts but I'd have to place them individually because mirror and radial placement produced undesirable results. They're really hard to place accurately as well.
  17. I want to make some long arms for an asteroid redirection project. They will need to be made rigid. I connected parts in the VAB which looked like they might reinforce the arms but after loading on the launch pad, you see they're not actually connected. Incidentally, are the I-Beams more rigid?
  18. Did this work out for you? What is the advantage to having the girders wrap around the asteroid as opposed to pointing straight out?
  19. What is the difference between "decouple node" and "undock" in the menus for the Clamp-O-Tron docking ports? (see menus in screenshot below). Decouple node ejects the whole piece regardless of the lower docking port whilst undock does not affect the connection with the upper docking port.
  20. Thanks for the quick response. Does SEP stand for Surface Experiment Packs?
  21. I have a problem with KIS which I don't think can be intended functioning. I put items into the seats 0 and 1 of an Mk2 Cockpit. The plane was not crewed because it has an Mk2 Drone Core. The plane was flown to Mun orbit where it docked with another craft containing an engineer. I transferred the engineer to the Mk2 Cockpit and had the engineer EVA. The engineer's inventory is empty. When I access the inventory with the engineer inside the cockpit, the inventory is also empty. Does the cockpit only contain items if there is a crew at takeoff/launch?
  22. Haha! I'm not sure what the options should be!
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