whiteout1911
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Everything posted by whiteout1911
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[1.0.5] RemoteTech XF [RemoteTech v.1.6.9]
whiteout1911 replied to Pharylon's topic in KSP1 Mod Releases
Does the probe need to have EC left to activate an antenna/change the direction? -
Alright, thank you!
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I have a KerbalEngineer EngineerChip (that has a simple ModuleSPU module) onboard of my rocket. That rocket though is controlled from a manned mk1 pod, and still, as soon as I set a target, the Flight Computer spams: Out of power, cannot run "Target: ..." on schedule. How can I fix that without removing neither the Chip nor the ModuleSPU from it?
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[0.90] Orbital Material Science version 0.6
whiteout1911 replied to N3h3mia's topic in KSP1 Mod Releases
Hey man, love your work! I just had one gripe with it: When recovering experiments from vessels/stages that were recovered by StageRecovery, contracts would not complete. As I cba to manually complete the contracts via the debug menu, I modified your plugin to support experiment recovery via StageRecovery. If someone is interested (modified *.cs is included): http://www./download/aqzu2tj26ortugy/OrbitalMaterialScience_0.5.1_StageRecoverySupport.zip (StageRecovery is obviously required!) -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
whiteout1911 replied to nightingale's topic in KSP1 Mod Releases
Yeah, shoudve mentioned that. SCANSat is up-to-date as well.- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
whiteout1911 replied to nightingale's topic in KSP1 Mod Releases
Yep, I will post a clean log later. In the meanwhile, this is what the debug console says after I switched to the VAB:- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
whiteout1911 replied to nightingale's topic in KSP1 Mod Releases
I have a problem with a SCANSat contract. Both ContractConfigurator and the Contract Pack are up-to-date (0.5.9 and 0.5.0 respectively). I am trying to to the "Altimetry Scan of Kerbin" contract. I accept it and as soon as I switch to either the VAB or the SPH the contract disappears (and can be accepted again in the MC center).- 5,201 replies
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@Starwaster Yes, I did test it with your module, no problems. I have to fix something else though, I'll reupload that in a second and add a license. Edit: Here's the download: http://www./download/e469ren9ir5v3hc/RotationAnimStopper.zip Released into the public domain: If someone has any idea why I have to loop through the ModuleAnimateGeneric objects instead of just being able to use I would be grateful.
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Hey guys, I wrote a module to stop the centrifuge animation. Compiled version and source: see below... Jut extract the archive content into your HabitatPack folder. It removes the option to reverse the rotation though.
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Hey guys, I've got the following issue with RT: I have a probe/satellite-delivery-rocket, which has no probe core of its own but a dp-10 attached. The rocket has 3 probes/satellites attached, and one of those probe cores is taking control during delivery (it's not optimal, but I might change that in Mk II of the rocket). When I first try to launch that rocket, I dont have a connection on the launch pad. I have to restart the whole game for it to initialize correctly and give me a connection. What might be the problem here? Addendum: The 3 probes/sats sit on decoupler ontop of a tri-stack which itself is directly connected to the rest of the rocket, where the dp-10 sits. I have another problem after decoupling one of those probes in munar orbit. It is linked to several other satellites by dish and omnidirectional connection, the flight computer symbol is green, i can access all actions when right clicking a part, but when i want to do something it says i dont have a connection. I guess that is a bug. How can I work around that to get my sat back online?
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Argon + Xenon ISRU for Near future propulsion.
whiteout1911 replied to SmashBrown's topic in KSP1 Mods Discussions
Did you actually do that? Would you mind sharing that cfg? -
Hah, didnt know that exists and made every part KAS'able by myself (where it makes sense). Good thing I only had to do like 100 mods .
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[1.3.0] Filter Extensions 3.0.4 (Jul 11)
whiteout1911 replied to Crzyrndm's topic in KSP1 Mod Releases
Can confirm, only SRBs show up and one item in Aerodynamics. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
whiteout1911 replied to cvod's topic in KSP1 Mod Development
I am not that savvy with IR either, yet, but for my game I moved all the "basic" parts to Actuators. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
whiteout1911 replied to cvod's topic in KSP1 Mod Development
You should consider shuffling the reworked IR parts a bit around between Actuators and Robotics. I only play with the reworked parts and the Actuators node did not show up because I did not have anything else from that node. And that way I could not research Robotics and access the IR parts there. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
whiteout1911 replied to erendrake's topic in KSP1 Mod Releases
Hey guys, quick question: does kOS work with IR out of the box? If not, what else do I need? -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
whiteout1911 replied to cvod's topic in KSP1 Mod Development
Hey man, I really love your work! Would you mind integrating the kOS-Terminal into the tech tree? In the mean time, could you suggest were you would put it so I could put it there manually for me?