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Halaberiel

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Everything posted by Halaberiel

  1. Also my 2.5m fusion reactors seem to only contain lithium fuel?
  2. I can't seem to get the magnetic nozzles to work. I fitted my ship with the 1.25m nozzle, attached to an upgraded fusion reactor & electric generator + liquid fuel. I've tried all different combinations of KTEC, direct conversion, all 3 different fuel types on the reactor & I can't get it to work. This isn't necessarily a bug, perhaps I'm doing something wrong I don't know. I thought they ran on charged particles so ideally the best setup would be fusion in he3 mode + KTEC generator but that seems to produce 0 thrust.
  3. How can I stop Tweakscale automatically resizing my parts when I attach them? I'd rather it never did this. Cheers
  4. I say science mode because everything is the same as that minus the fact I still seem to be able to get contracts. Essentially I just started a new game very recently, haven't even gone above 100 science, very few buildings upgraded. Now I reload and all my buildings are fully upgraded, I have no reputation bar at the top any more, the admin building is closed, but I still seem to be able to get contracts. It's same problem as this, except I have no reputation bar and my admin building is closed. I'm using 32bit KSP.
  5. I am having the same problem. Start with 2.4GB used and end up with 3.6 & crashing very fast.
  6. Do you happen to know the upgrade requirements so I know what to upgrade first?
  7. So I edited the part file so that everything unlocks at the start, except it's not. I have no maneuver planner, landing, or rendezvous guidance. When I first go to launch my vessel, for around 1 second or less all the options are there then they're gone. If I go into Blizzy I can add the part to the toolbar but then nothing gets added. Any idea what's up? If I go to the science area it tells me landing & the others are unlocked. PART { // --- general parameters --- name = mumech_MJ2_AR202 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- node definitions --- node_attach = 0.0, 0.0, 0.0, 1, 0, 0 // --- editor parameters --- TechRequired = start entryCost = 15000 cost = 750 category = Control subcategory = 0 title = MechJeb 2 (AR202 case) manufacturer = Anatid Robotics description = A ruggedized version of MechJeb's neural circuits in a radial-mount case. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.005 } } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } MechJebModuleSmartASS { unlockTechs = start } MechJebModuleManeuverPlanner { unlockTechs = start } MechJebModuleNodeEditor { unlockTechs = start } MechJebModuleTranslatron { unlockTechs = start } MechJebModuleWarpHelper { unlockTechs = start } MechJebModuleAttitudeAdjustment { unlockTechs = start } MechJebModuleThrustWindow { unlockTechs = start } MechJebModuleRCSBalancerWindow { unlockTechs = start } MechJebModuleRoverWindow { unlockTechs = start } MechJebModuleAscentGuidance { unlockTechs = start } MechJebModuleLandingGuidance { unlockTechs = start } MechJebModuleSpaceplaneGuidance { unlockTechs = start } MechJebModuleDockingGuidance { unlockTechs = start } MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } MechJebModuleRendezvousGuidance { unlockTechs = start } } } MODULE { name = MechJebAR202 } RESOURCE { name = ElectricCharge amount = 5 maxAmount = 5 } } PART { // --- general parameters --- name = mumech_MJ2_AR202_features1 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = start entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Maneuver & Translatron manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Maneuver Planner, Translatron, Warp Helper, Attitude Adjustment, Thrust Window, RCS Balancer. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe } PART { // --- general parameters --- name = mumech_MJ2_AR202_features2 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = start entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Rover Autopilot manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Rover Autopilot. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe } PART { // --- general parameters --- name = mumech_MJ2_AR202_features3 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = start entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Ascent, Landing, Spaceplane manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Ascent Autopilot, Landing Autopilot, Spaceplane Guidance. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe } PART { // --- general parameters --- name = mumech_MJ2_AR202_features4 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = start entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Rendezvous & Docking manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Rendezvous Guidance, Rendezvous Autopilot, Docking Autopilot. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe }
  8. The zip has a source and a game data folder, are both of them required to get the mod to work? Why isn't there just a game data folder? EDIT: Nvm some Googling seems to suggest the source folder isn't required
  9. Why every time I go to the village view does it tell me there is an update to the tech tree? Last time I pressed install update (a while ago, then I reinstalled and it stopped happening, but recently started again in a new game) it messed up my game. Is there a way to get rid of this popup? Why is it even here when I am using the newest version (Wavefunctions).
  10. I hope Fractal returns soon, it would be terrible to lose this mod
  11. Might be related to the bugs experienced by this mod http://forum.kerbalspaceprogram.com/threads/69363-0-24-2-Time-Control-4-23-14-v11-1 May be an idea to have a similar warning
  12. Sigh, this mod is making all my ships explode. Everything is great, use the ultra warp for the first time, slow down to normal, ship blows up. Switch to another ship without changing anything, it explodes. All my ships are now bugged. Removing the mod fixed the problem.
  13. Same problem. It is no faster to go into the settings and load your preset than simply changing the deployment time. I guess perhaps I can change the default in the config file in the mod folder? EDIT: Seems easy to edit everything in the config folder, nvm!
  14. .... Which doesn't change the problem of having to go into the config menu every single time I use RealChutes... I want to change the default so I don't have to do that.
  15. Is there a way to change the chutes so that they're default time release is less than 6 seconds? If you have timewarp on, or you're just going too fast, you will crash into the ground before they even deploy properly.
  16. Maybe it will work, personally I would wait till it's updated for 0.24. I've had a lot of issues with mods since the update (ships disappearing, exploding etc), it's really not worth the risk.
  17. Any ETA on a 0.24 build being released? Been having some funky kraken issues lately so don't want to use non updated mods.
  18. LV-N is decent if you want to do a lot of biome hopping on the Mun. Just make the craft fairly large & strap 3 LV-N to the outside. Not really needed for Minmus though, that moon requires a lot less d/v to hop around.
  19. Fuel is obscenely cheap compared to the price of the parts. As long as you save the fuel containers you're saving 85-90% of the cost of the launch. That was his point I think.
  20. Fair enough, did a search & I guess it could be Tweakscale, that mod seems to include KSPAPIExtensions as well
  21. Yes, I just double checked & the file version is the same as in the 3.06 rar folder also (just in case I hadn't deleted the old procfairings folder although I'm 95% sure I did as it was giving me errors before too).
  22. I'm struggling to get the parts to stick together. I can line them up perfectly and they still won't stick. First time using this mod so I don't know if its a .24 problem but yea, I have to spend a few mins every time hovering to get the parts in & even then sometimes it doesn't work.
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