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Simes

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Everything posted by Simes

  1. I've noticed that KerbalFoundries doesn't seem to be updating correctly, either. The version string changed from starting with "Alpha" to "Beta" at the time it stopped updating properly - might this be related? The mod's up to date on KerbalStuff.
  2. If you wait a few days, new pilots will become available for hire. You can also send up a rescue ship controlled by a probe core in order to retrieve your pilot.
  3. Oh wow, now I want to do this but with a four- or six-line LCD panel for diagnostics.
  4. Since the downtime earlier today, when I run ckan update I get this: It's correct, in that those mods are all at the latest versions, but I didn't request a reinstall even once... CKAN is version 1.5.2 on OS X.
  5. I think the Ships folder it's referring to is the one in the KSP directory, which isn't in GameData, so if you cleaned out GameData after previously having FAR installed that file's probably still there.
  6. There seems to have been a big reversion of the index today for some reason - a lot of my installed mods no longer have current versions listed in "available" and are showing "X" or "*" in "list". e.g. SpaceY-Lifters is showing 0.6.1 and I have 0.7 installed, ShipManifest isn't showing as available at all.
  7. Feel free to help, if you like: https://github.com/KSP-CKAN/CKAN/wiki/Adding-a-mod-to-the-CKAN
  8. I didn't have any difficulty keeping things on course once I'd turned the gimbals off on all four engines, but I did have to do it individually on each one. However I did just remember a problem I had when prototyping the vessel, which was accidentally clipping one of the hexagonal fuel tanks (45t when full) entirely inside another one so that the CoM was decidedly out of place. I had been carefully placing things with symmetry so didn't check the CoM before launching and could only work out what the problem was after I dismantled the ship and found an extra fuel tank somewhere it shouldn't have been. You've been flipping and scaling stuff a fair bit, from the look of things, maybe you've got something extra clipped inside part of the craft. Do any parts flicker weirdly when you mouse over them in the VAB? The framework's from Freight Transportation Technologies, another of Roverdude's mods. The ASAS discs are actually 3.75m discs from Modular Rocket Systems which have been tweakscaled to 5m. A bit of a cheat perhaps, but I'd spent a very long time on trying to get the ship working thanks to the above problem and so as soon as it was working OK I said "done!"
  9. It is entirely possible to run stuff in a puller config: This craft has a tug attached to the front and the rear section splits into three, each of which is landed separately by the tug on the Mun to drop off the components. I did not launch from Kerbin in a puller config, so I can't say how well that works, but towing from LKO to the Mun and landing on the Mun is definitely doable. I did, however, have to turn off the gimbals, as others have mentioned. Even with the two big reaction wheels the ship was drifting off course otherwise.
  10. I think you might need more struts to stiffen the link between engines and body. Check that your docking ports are secured, as well. They like to move around during launches if they're not strapped down.
  11. If you can get something that bulky off Kerbin and landed safely on the Mun, I wouldn't say that you're doing it wrong.
  12. Honeybadger control modules hold 750 monoprop and 4000 electriccharge, which would seem to solve both of the problems you're having.
  13. New radial probe core is great! I don't have the 2.5m probe cores unlocked yet so the radial one goes really well with a 2.5m SAS unit.
  14. It looks like you've rotated the wheels so that the suspension is horizontal rather than vertical. I don't think the wheels in KSP work properly if you do that. Edit: Ninja'd
  15. There's also SelectRoot, which allows you to change the root part of a craft within the VAB/SPH. You can then save it as a subassembly as you normally would.
  16. Are you removing the wheels after positioning the modules? I'd really much prefer to do that but I don't have a handle on how. Are the girders KAS-detachable?
  17. Well, it means pressing spacebar to activate it when it's not currently staged. It doesn't operate any differently to staging to the engine under normal conditions, the contract specification is basically "stage to this engine when the conditions are met". So if you've already staged to it, pressing space will indeed not stage to it again. I mean, if they'd wanted to be really picky about testing the engine correctly, you wouldn't be able to run the test on the exact same engine you flew up on...
  18. The HoneyBadger reminds me of the Eagle from Space: 1999. Also, how about one of those hexagonal cans for transporting Kerbals?
  19. You can also, upon reaching the correct conditions, use the stage buttons to add an extra empty stage at the bottom, then press space a couple of times to re-stage to your engine.
  20. It's like Kryxal says, when you're on the pad, you're looking straight up. When you're using a compass with a map, you're looking "down". Try this with a map and compass if you like: look down at the map, with the map oriented in the usual way. Which way is north relative to where you're looking? Now, without moving any other way, look straight up. Which way is north relative to where you're looking now?
  21. I'd argue that it's probably better than a delay when playing when the craft you're piloting approaches one whose textures aren't loaded yet. I'd also point out that it's version 0.24.
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