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smjjames

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Everything posted by smjjames

  1. Question here, what is defined as a safe level for terminal velocity? Though maybe you can set that.
  2. I initially decided to post in game questions, but then I wasn't totally sure if it would also be modding, so, this is both a gameplay and modding general question. Let me explain what I mean with an example, say you have a craft leaving minmus while having a craft leaving FOR minmus at the same time, so, they'll arrive at their destinations at approx the same time. So, my question is, is it possible to automate the reentry of a craft which isn't focused? Obviously you'd have to set up the craft first in order to reenter and land safely. I know theres a mod called routine launch automation or something like that which automates launches, but what about the other direction?
  3. *bump* Anybody? Though I guess really only godarklight can help figure out why it's not triggering even though I'm getting exceptions.
  4. *bats it to the first page* Anybody know what's going on with this?
  5. Awesomeness! Also, you mean repairs, not reparations, which is a totally different word. Not normally a grammar ...., but just pointing that out. Edit: Didn't expect that to be blanked out, I swear.
  6. Also, since I'm not aware of any of the USI mods (the ones I have anyway) which have regolith inside the mod folders, is it fine to just drop the new regolith folder into Gamedata or are you saying that we need to put regolith into each USI mod folder? Just a bit confused by your wording.
  7. Whats the pre-bundle and what's the exospheric bug you're talking about?
  8. I'm actually kind of looking forward to the challenge. I know I could use Deadly Reentry, but I don't want to develop bad habits from that, and it'll probably be easier to learn fresh in 1.0
  9. While I know you can do that with the stock pegasus ladders, I'm using vens stock revamp and the modified ladders are... not so easy to curve onto a ledge. At least when trying to fix it using KAS, lol. So, I'm wondering if there are any curved ladders around? If they're even a thing.
  10. I won't really know what I'll miss until I play. Well, maybe using Jools atmosphere with impuity when I aerobrake, or go screaming into an atmosphere with impunity. And YES I'm aware of the deadly reentry mod.
  11. The problem is that I DON'T get any popups, none, zero, nada, zilch, absolute zero. So, if it's doing those reflection exceptions (no idea where those are coming from) and it's not doing a pop up, then somethings wrong.
  12. http://forum.kerbalspaceprogram.com/threads/110905-Devnote-Tuesday-Full-Steam-Ahead! Fairings confirmed to maybe double as heat shields. Theres also something about choosing your own launch scene on app launch? Not 100% clear on that one.
  13. 2. Well, theres various propellers around that might not need fuel. One that I know of is the hover fan in Allistas hangar mod. 3. Allistas hangar mod also has a turboshaft generator which is supposed to generate electricity for a dynamo, but not sure about dependent on speed, haven't used it myself.
  14. Yeah, theres not much reason to make a rover if you don't have something interesting to rove towards. Earlier, I made a six wheeled rugged rover to traverse the mountains to try and get at an anomaly that was at the peak. The rover handled the terrain very well, and some tips for slopes, when going down them, GO SLOW. MJs rover autopilot was of help here. And when going up slopes, oftentimes it's easier to go along the slope at an angle than directly attack it. My main gripe with rovers before I got the hangar mod is that you can't put them in a box and land that box, so to speak.
  15. Isn't Roverdude working with SQUAD on the resource system? So I've heard. Or at least helping with some things.
  16. What about the exceptions in the log that I posted a bit earlier? Is it supposed to pop up with those or....?
  17. Uh, I thought you didn't need fuel for those APU things? Anyhow, the hovercraft that I posted a pic of earlier worked well when covered in those solar panels and an APU for each repulsor AND the hover fan going at the same time.
  18. I've also found that once you get flipped over, you can't flip back. Theres not a whole lot of magnetic things that such things would be used on. You'd be limited to what you build and possibly the KSC buildings. Spiked wheels sound cool just for the coolness factor, even if they're not entirely pratical.
  19. Posting in the mechjeb thread (http://forum.kerbalspaceprogram.com/threads/12384-PART-0-90-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-4-2 ) will probably get you better help. Can't really help you much here and the only thing that I could offer is maybe to try the release version instead of github? If that's what you did. Edit: Oh, are you playing career or science mode? Because you have to upgrade some buildings (mostly the tracking station, not sure what others) along with researching certain techs to unlock the features.
  20. Any idea what I could be doing wrong if it's working for other people? O.o I uninstalled what i had and put in the one from kerbalstuff, lets see if this works. Well, I had a bunch of NREs and reflection exceptions and it didn't notify them in any way. Anybody? Seems like I'm the only one for whom it actually isn't working.
  21. This one: https://github.com/taniwha-qf/Extraplanetary-Launchpads Well, I had downloaded the github version I believe, or maybe I THOUGHT it was the full github version. If that one doesn't have the dlls, that could explain it. I fixed it by putting the release version in, so it's okay now.
  22. May want to look into the launch clamps in the github version because after I installed the github one, they were like this: And there was this in the output log. PartLoader: Compiling Part 'Squad/Parts/Utility/launchClamp1/launchClamp1/launchClamp1' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Added sound_decoupler_fire to FXGroup activate (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Cannot find a PartModule of typename 'ExtendingLaunchClamp' Initially, I thought it was Vens stock part revamp, but after removing that, it wasn't. There were only two other possibilities, this, and better buoyancy. since the output log mentioned something about configs from them. After I removed EPL, the clamps worked. I put the main release in and it's fine now, so, yeah, it's the github version that they're broken in.
  23. If you go to the KSC main screen, you can click on the FAR toolbar button up top and theres some options that you can enable to see the numbers and stuff of the parts. I haven't messed around with spaceplanes and stuff, so it might not be what you're looking for or there is another method.
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