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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. And this is why I don't use or support mods which have an AAR license. @sciencepanda could you please relax the license?
  2. I know about the problem with the fairing and not being able to decouple it, but didn't realize that the docking port was attached to the fairing node. Thank you!
  3. Just an FYI, while I'm developing the vessels now, I will probably be streaming this mission on Sunday evening on Twitch, if you would like to watch. I'll also review the various vessels I developed during the R&D for this mission, as well as the mods being used.
  4. I'm expecting the following will be needed. This is really about the largest I'm comfortable launching, it's just too big, even though I'm using Gravity Turn to do the launch: Initial launch of rescue vehicle. This is in development right now 6 additional launches with 3.75m fuel tanks. Those six tank on the side of the upper stages have docking node at both ends, so I'm going to be launching MOAR tanks. There is a single KWRocketry Vesta VR-9D engine on the main vessel. It will make the burns long, but it's the most efficient of the stock-alike parts that I have installed. Hopefully I'll be able to stack enough tanks on to get the required dV. By not having larger engines, I'll be able to maximize the available efficiency of the vessel. Edit: Test launch finally went well. I got about 7600 dV into orbit at 150km. I'm going to do some hyperediting later to see exactly how many tanks I'll need up there. Then I can plan the rest of the missions. Edit2: I added some more, and the launch pad exploded from the sheer weight of the vessel. Launch clamps solved that problem. Edit3: Can now get 9000 dV into orbit at 150km on the first launch.
  5. Well, I'm still working on the first launcher. Never had a launch destroy the launch pad before upon ignition. so far, 22413 tons on the pad, 264 parts. And this is just the first launch!
  6. Nope. After a number of tries, I simply changed it to ready, went into the game, went to the ships and without doing anything, saved the game. The state was set back to PreAttached
  7. Without pointing fingers, CKAN installs it correctly. It's not a simple install, which is why the mod is being updated. Were you following the "Dummies" document?
  8. It gonna be a little while before I'm done. And yes I'm doing a chemical mission using among other things space Y booster parts and Etc,I figure I'm going to need 35,000 and 40000 delta-v to complete the mission.
  9. I'm surprised no one has tried to do multiple launches and assemble the rescue vessel in open space rather than a single launch from the ground. Did I miss something or is this something in the rules would say it has to be a single launch?
  10. So, I'm going to try this, but making it a bit more difficult. Life Support! I'm going to use USI LS + DeepFreeze to make it more realistic Wish me luck!
  11. It's not a bug, just something necessary. It is this mod, I'll take a look to see if there is something I can do to remove it
  12. New release, 0.4.5: Fix for settings not loading properly
  13. Thanks, I'll try it this evening. And then try to figure out why it happened. The original game has about 220 mod installed, will be fun finding the culprit
  14. Well, I'm pretty sure it's a fairly simple recompile, but I can't release even a compiled DLL because of the license. You can, however, recompile it for yourself. That being said, I've sent a message to the author, asking for the license to be changed so I can pick it up.
  15. Sure, here it is. I wrote that on my phone while commuting to work https://www.dropbox.com/s/xl1f6bagqsvllrw/brokenDockingPorts.zip?dl=0 There are two files here, one is a text file listing the minimum mods needed, the second is the persistent.sfs file
  16. I need some help editing a save file. I have a game where the docking ports are not working. So i removed all unnecessary mods, launched a new pair of vessels and the docking ports work on this pair. I then deleted all unnecessary craft from the save. So now I have a minimal save file, which uses minimal mods. The docking ports on the original pair of craft are still not working. So I need to do the following: 1. edit the save file to fix this pair of craft 2. figure out what the original game cause this to happen. Is there someone who can help me look at the save file to figure out what is broken in these craft? Once I know what is broken, I should be able to figure out what mod is causing this to break in my main game. Thank you in advance
  17. Here is a link to the instructions on what to provide: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ Also, I just installed the latest KW for 1.3 using CKAN, it installed and ran without a problem.
  18. Log file, please. also, where did you download the file from? and how did you install it?
  19. Probably won't work, but, I like this mod, so I'll be adopting it in the next few days. Watch for a 1.3 release soon Nuts, it's a NoDerivatives mod. I can't adopt it without permission, but I'll try contacting the author
  20. Ok, then it probably got messed up, I'll take a look. I assume then, that you don't mind if it is listed in CKAN? I really should slow down. It's already there, sorry for bothering you
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