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Jansn

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    Spacecraft Engineer

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  1. I think the dev-versions of MechJeb2 are working with 1.05. (I am still under 1.04.)
  2. For OPM you need Kopernikus as a depency. OPM 1.6 is max Version for 0.90. But i am not shure, if Kopernikus was ever released for 0.90. Look into readme/how to install at OPM 1.6.
  3. I am relaxed. I AM RELAXED! Docking shaved away all Solar Panels. Jeb meets Val for a :sticktongue:. Val gives him a big :kiss:.
  4. Maybe scroll through to the contract part in the persisten.sfs gives a hint which part is needed/wanted.
  5. Usually there is a description and/or part name in the contract. Maybe you try CapCom or Contract Window+ for a better insight. Maybe you can show a screenprint of the contract?
  6. Why this ship dont wobble much?
  7. Until now i always used only Tantares [B]LV[/B]. Will the LV-Package also be updated to 1.05? (One of the last missing Mods to start with new Version.. and again, new savegame)
  8. 98 % of all that Mods out there should stay as Mods. Weapons, Ships, Submarines for example. What KSP really need is a stable, powerful, congruent, standarized, well documented and maybe easy to learn Data-I/O-Interface, a Modding-Interface. And yes: MULTIPLAYER! KSP is Minecraft in Space. Squad also should earn such besos.. pesos.
  9. [quote name='Jansn']Many thanks, Mr. DMagic. Slowly quite all Mods of my obligatory package ist up to date for 1.0.5.[/QUOTE] (Need to further test it in combination with ForScience and Science Alert.) Fresh install 1.05 -> works in stock with dev mechjeb AND Science Alert.
  10. LOL, this thread made my day. K-Day was in Normady, wasnt it?
  11. [quote name='DMagic']get it on [URL="https://www.dropbox.com/s/tzxoxeynoq2zgum/ScienceContainers_v0.08.3.zip?dl=0"]Dropbox[/URL].[/QUOTE] Many thanks, Mr. DMagic. Slowly quite all Mods of my obligatory package ist up to date for 1.0.5.
  12. Its the "Plasma Fuel"-Experiment. After finishing and reopening the right-click-menu it shows "BadLocation". No "Throw result away", no possibility to re-do the experiment. No science points at landing/recovering. I could retry it, but after finalize go to MPL and collect the data for processing in the MPL. Maybe i do, because they give a hell of science points, from which i generate finance income. @terminalmonkey: the only things i edited (in the configs) was: NodeStackTop/Bottom/NodeAttach/AttachRules/Drag/Emissive, which i took from the original Station Science Experiments. The .dll i can not change (in lack of any programming skills.) See here how the header of one of that configs looks like after my changes (in bold): [SIZE=1]PART { name = costlyExperimentRocketFuels module = Part author = ArcaneZedric rescaleFactor = 0.7745 [B]PhysicsSignificance = -1 node_stack_top4294726176 = 0,0.65625,0,0,1,0,1 node_stack_bottom4294726176 = 0,-0.65625,0,0,-1,0,1 node_attach = .75,0,0,1,0,0,1 CrewCapacity = 0[/B] TechRequired = advRocketry entryCost = 20000 cost = 800 category = Science subcategory = 0 title = Experiment: Rocket Fuels manufacturer = Arcanum Science Industries description = We don't really know a lot about rocket fuel. It explodes, yes, but what else can it do? // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision [B]attachRules = 1,1,1,1,0,0,0 [/B] mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 200 breakingTorque = 200 maxTemp = 2900 [B]emissiveConstant = 0.8 [/B] fuelCrossFeed = True vesselType = Probe MODEL { model = ArcanumIndustries/Parts/Mesh/scienceContainer[/SIZE]
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