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Slightlylyons

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Everything posted by Slightlylyons

  1. New install. Game freezes on loading but the exception it's throwing is for a DLC part. I'm usually pretty good at tracking these problems down but I'm at a loss. Looking for a faster solution then uninstall all your mods and reinstall one by one. Log File at https://drive.google.com/file/d/1bYFdvzCAoQ76ZB05ooHZhPKz64ISLNn5/view?usp=sharing
  2. Yeah, that would suck, much like Gemini sucked, but if you've got an OM or your traveling to a Skylab maybe not so bad.
  3. I know Astronauts commented on how much more space the Apollo CM had over Gemini and they were able to actually move around and use the lower equipment bay for privacy. So I imagine if you nixed that you could stuff 5 guys in.
  4. Just wanted to touch base with you because I figured out the issue I was having. It was a mod conflict (sorta) the automated science sampler mod runs the experiment but doesn't trigger the animation, the science data then shows up but isn't recorded when you recover the vessel. The work around is to not be lazy, recycle the experiment, and manually run it. As far as I'm concerned it's an issue with their mod, and I'll go mention it as a bug on their page at some point.
  5. Thank you. I'll do a fresh install of the mod, without my other mods and test. It may be a fee days as I will be out of town. I will get back to you however.
  6. I'm having some trouble with the science experiments from this mod, the Magnetometer works, and I know it uses D-Magic's Magnetometer code because I have that installed, but the other experiments run but I don't get credit for the data. Output_Log
  7. The altitude range for the contracts seems to be high, I'm getting contracts from 5 to 14 million meters. Never LKO. Never anything at or below KSO. Just satellites so high they have Mun encounters.
  8. Thank you! Your mods are invaluable to me and I don't think people tell that to modders enough. This with land aid makes cool things happen, and I'm glad to see it updated.
  9. Feature request: can we have the ability to manually mark a launch profile as a failure so it doesn't insist on repeatedly trying an assent that is known to be flippy or burn-upy? A viewable log of launch history and results would be nice too.
  10. Yeah, I need giant landing gear and 30 seconds of retrorocket.
  11. Built a simple Orion and took it around the mun. I realized I hadn't brought any recovery equipment. Powered Kerban re-entry, decent, and landing is entirely possible. Though touchdown speed will be anywhere from 1-50 m/s with virtually no ability to fine tune it... and I'm not sure a 100 mph touchdown is a "Landing" but everyone lived.
  12. Yeah... thats it, it's totally my bad. I hacked gravity and it is producing thrust. It's just me being dumb and not used to 1.x yet.
  13. I'm hoping someone can help me some trouble with this mod. I built a Centaur-ish stage with two of the small upper stage cryo engines. Mechjeb and Engineer say I should have a TWR of 1.60 (I offloaded a lot of fuel to test it, loaded as an upper stage it should be around 0.50) I fire it up, the engines extend and fire, and then it falls to the launchpad. So.... why am I not getting thrust? Ideas?
  14. Judging by the look of the thing FAR/DRE compatibility can be established by making sure it flies like a pig and explodes on re-entry.
  15. Porkjet. Just wanted to tell you your LANTR has quickly become my go to lander engine for airless bodies. I have the mode toggle on the same action group as one of the Smart Parts fuel flow cutters to switch between LFO and L only tanks. It even forces mechjeb to display dv in only the selected tank so I know how much dv I have for orbital vs landing ops. Great part. Hope you decide to do that full NTR pack or at least a L only NTR to match the other. NTRs that are realistic and stock a like are sorely lacking.
  16. Does anyone have a module manager .cfg to update this to the current alpha TAC?
  17. You could also argue that 64bit versions of windows are only just now being supported and poorly. It's not Squads fault that apple refuses to release a new os. To everyone else in the world the next thing after 10.9 is 11 not 10.1.
  18. If your looking for further ideas I would like to suggest. 1) Thrust vectoring missile for space use. (Aim-120 does not into space IRL) Aim-9X is thrust vectoring which leads to.. 2) Infrared missile? (I have no idea if you could make it aim for parts with heat or running engines but it would be so cool) 3) A biger then the laser Particle Beam Weapon like the IRL star wars program. 4) And of course everyone wants a railgun.
  19. Hi all. What is the consumption of each resource per kerbal day? Also what is the output of the waste resources per kerbal day. I need to know too configure the modular tanks or write .cfg for supply craft still configured for TAC 0.8.
  20. No problem. For now I uninstalled sm and rescued the kerbal. I took a screenshot when it happened. I'll get that to you with a proper bug report tomorrow.
  21. Ships manifest pops up an error on rescue missions. I think it's not knowing what to do with the kerbal on EVA appearing out of nowhere. Debug console spams. Error: in RealModeCrewXfer. Error: Object reference not set to an instance of an object at ShipManifest.ShipManifestBehaviour.RealModeCrewXfer() [0x00000] in <filename unknown>)
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