BioRoots
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Posts posted by BioRoots
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@Roverdude
Is it just me but i can't seem to add a docking port at the bottom of the cargo bay http://imgur.com/zZfjyuN, look like the node is upside down. http://imgur.com/x2EVsJV
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why iam getting this for the magnetic drive
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Here something i did with your mod. Thank you
http://i.imgur.com/HiqMPAC.png' alt='HiqMPAC.png'>
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Yes thank you
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Thank for the mod i love your works
Few point thought it tell me firespitter is not for version 1.0.4
the centruifugal ring is missing texture http://imgur.com/PrQOmMm
You dual air intake as 0.2 intake while the stock circular as 0.9 might want to upgrade yours since it way bigger.
Also i don,t have the option to change the crew compartment like shown on page 1 what i'm missing
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Good a forum about it.
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Errr. No way I can think of to remove the arrows. They got added because I got fed up with "wheels no work" when people kept putting them upside down. Funnily enough i havent had a single issue since! How does vessel viewer deal with engine shrouds though? Does it show them?
There a option to hide the shrouds can i disable the arrow in the cfg ??
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Do they even show up outside vab?
no but i want to use the Kronal Vessel Viewer and they show in it
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how can i get rid of the arrows that come with the track in the VAB
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As of version .24 there is an AltStockTech.cfg (Alternate Stock Technodes) file inside the patches folder, which is inside the Heat Management folder. Do you recall what the version of the zip file was?
0.24
like i said i use the link on the first page to kerbalstuff
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Not seen that before. Is there anything else I should know before trying to reproduce this? Tech tree mods, etc.
Nuclear Propulsion is also no longer the default node for them, so may I assume you deleted the AltStockTech.cfg or are running an older version?
Before it happen i try the CTT but i deleted it cause it not was i was looking for. I downloaded the version on kerbalstuff and no altstocktech is there.
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Hey not sure if iam the only one with this issue. It not game breaking but when i go in the R&D building this is what i see http://imgur.com/31gNaNV
That is just a small section of it there way more seem like it is duplicating quite a bit
I un install and reinstall and the issue was still there will have a look at the cfg file to see if i spot anything
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Thanks for the report, but unless you can be a little more specific I have no way of knowing what happened.
There was duplicate of the parts and when i try to attach the parts the node would disappeared and kind a attach mid air to the side with no way of deleting the part.
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v0.24 released, lots of new goodies.
I install the new version but it created conflict with your previous version i had to delete entire folder and re-install it work now but you might want to mention that.
And no my version was not older then .22
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oh my bad new to using KER
Thank
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**Edit turn out i dont know how to use KER **
I fell there is a issue with the Yucatan engine and the Odin engine not representing the proper max thrust in the description see album for reference.
Yucatan Max thrust (ALS) 786
Odin Max thrust (ALS) 917
Yet when I add to the same tank the Yucatan as a way better TWR.
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Thank for the quick update but what happen to the fuel switch patch??
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The setting should be like the rapierEngine or porkjets new engines.
That is part of the module for those engine but since rcs are not typical engine with staging i cant use the full module. That where iam stuck
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Not the right place for this ??
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Trying to have the vernier Engine to be able to pick from LFO or LiquidFuel so that i don't have multiple parts. Here what i got but once i launch it don't give me the option anymore.
*** copyright squad***
PART
{
name = vernierEngine
module = Part
author = HugoGut
mesh = Vernier_Engine.mu
scale = 1
rescaleFactor = 2
node_attach = 0.0, 0.0, 0.0, 1, 0, 0.0, 1
// --- editor parameters ---
TechRequired = specializedControl
entryCost = 4200
cost = 1400
category = Control
subcategory = 0
title = Vernor Engine LF
manufacturer = Reaction Systems Ltd
description = The VR-N1ER Veer-Governor, or "Vernor" Engine is an attitude control thruster. These motors are linked to RCS controls, but are powered by a Fuel+Oxidizer mix, making them significantly more powerful than MonoPropellant-powered RCS thrusters. They are fairly more bulky in comparison though, and feature only one nozzle facing outwards, although most agree that is an acceptable trade-off for the additional punch they pack.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,0,1,1
// --- standard part parameters ---
mass = 0.08
dragModelType = default
maximum_drag = 0.01
minimum_drag = 0.01
angularDrag = 0.1
crashTolerance = 50
breakingForce = 50
breakingTorque = 50
maxTemp = 3400
fuelCrossFeed = True
PhysicsSignificance = 1
// --- rcs module parameters ---
MODULE
{
name = MultiModeEngine
primaryEngineID = LFO
secondaryEngineID = LiquidFuel
}
MODULE
{
name = ModuleEnginesFX
engineID = LFO
thrusterTransformName = RCSthruster
minThrust = 12
maxThrust = 12
resourceFlowMode = STAGE_PRIORITY_FLOW
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
resourceFlowMode = STAGE_PRIORITY_FLOW
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
resourceFlowMode = STAGE_PRIORITY_FLOW
}
atmosphereCurve
{
key = 0 260
key = 1 140
}
}
MODULE
{
name = ModuleEnginesFX
engineID = LiquidFuel
thrusterTransformName = RCSthruster
minThrust = 12
maxThrust = 12
resourceFlowMode = STAGE_PRIORITY_FLOW
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
atmosphereCurve
{
key = 0 260
key = 1 140
}
}
}
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Good day
I notice this in the name = FTT_Kontainer_03 some cost value are missing.
MODULE
{
name = FSfuelSwitch
resourceNames = Ore;Water;Substrate;Minerals;Karbonite;LiquidFuel,Oxidizer;LiquidFuel;RocketParts;Metal;Chemicals;Polymers;
resourceAmounts = 27000;135000;27000;27000;27000;12150,14850;27000;27000;27000;27000;27000;
tankCost = 95000;9000;45000;110000;48000;18000;
hasGUI = false
}
I added a liquidfuel kontainer that why some of the resource don't match
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Nli2work is travelling at the moment, but I'll do my best to help.
Could you post a screen grab please? Also, are you running RPM?
Edit: Actually, it's the same for me with the version on KerbalStuff. I'll investigate and get back to you.
Edit2: Looks like the temporary IVA has no texture for the moment. Nli2work may well correct me when he's online next, though.
Should a pay more attention to is first post he say there no iva yet
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Nli2work is travelling at the moment, but I'll do my best to help.
Could you post a screen grab please? Also, are you running RPM?
Edit: Actually, it's the same for me with the version on KerbalStuff. I'll investigate and get back to you.
Edit2: Looks like the temporary IVA has no texture for the moment. Nli2work may well correct me when he's online next, though.
Thanks for looking into it. Love your mod also by the way.
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Thank for the mod. I have a no texture inside the pod!! Why is that??
Avalon Astronautics High Tech Parts
in KSP1 Mod Releases
Posted
how about some picture