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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Ideally, the mod would model the buoyancy of the balloon using altitude, and include the drag of the balloons to determine the lift, etc. But it does it with an approximation which is good enough for what it was designed to do
  2. Oh, I know what to do about it, just have to get the time. There is a parameter which limits the rising speed, look for that and where it's used, you will want to not apply that if at altitude
  3. The parts probably don’t have the ModuleCargoPart in the config.
  4. This is an issue with RO, not this mod. Please ask them for help.
  5. In reality, it would probable just be an endless voyage. If done correctly, they wouldn’t get into a math overflow issue
  6. Eventually you will run into some sort of math limitation
  7. Easiest would be to keep the same file name and just replace the file
  8. You are assuming, of course, that they are lipo batteries.
  9. If it's working, not interested. For the future, you put the files on a file-sharing service (Dropbox, GoogleDrive, etc) and post a link. Glad it's working for you
  10. Where did you get XScience from? I don't see the dll for it in the log file
  11. Oh, ok. I can add that as a configurable option to the module. will do that for the KuddleShack and KerbalRecruitement modules as well.
  12. What version of KSP are you playing, I’ll try replicating this later this evening if Inget some time Oh, just say you are on 1.9.1 I’ve never played RP-1, so don’t know if that’s an issue. But I’ll test the latest on 1.8.1mthis evening. In the meantime, please provide a Player.log which includes an attempt to use it
  13. Kerbalism does their own support, it much with too many things for me to even consider supporting. ‘Best to wait until I release and the Kerbalism folk can address the issues
  14. If anyone else is using this, please report whether the contracts are completing for you or not. If they aren’t, please post log files. Remember, the only way I know about issues and can fix is if they are posted with log files. ‘Thanks
  15. One of the issues with the original KSP was a lack of consistent parts. That led to the need/desire for procedural parts. Hopefully the new KSP 2 will have a consistent set of parts and sized to reduce the need for procedural parts
  16. Good points. I’ll review the mass of the separations & the Taurus, but sounds like I might drop the mass by 1 ton.
  17. Right now there aren’t ANY Mods for KSP 2. Also, it’s been conformed multiple times that mods will not be migratable from Ksp to Ksp 2. So there wouldn’t be any division at this time.
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