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BlackHat

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Everything posted by BlackHat

  1. It should work in all 3 modes. (Some presets may not be available in all modes.)
  2. Science Alert will alert you that You have science you can collect. (Flashing Icon and Audible alarm) I am sure you can probably disable the audible alarm. (X) Science is more or less a tracker. It list of all science for all locations. (With buttons to select between what science is available with the science instruments on my current ship Right Now at this location. and All science everywhere that the current ship can collect with the installed instraments, etc. It also has an Alarm (Bubbles sound) but again I am sure you can disable it. It also has an optional extra icon you can put on your tool bars. Called (X) Science Here and Now. (I never use it) which may duplicate many aspects of Science Alert. I use both. (X)Science for the lists, and Science Alert to let me know when I enter an area where new Science can be preformed.
  3. AFAIK Waypoint Manager will place a marker where you WANT to go (The target you want to go to.) NOT where your projected landing will be. Off Hand I can think of 2 other mods that will show Impact/Landing Projections (where you are going to hit the ground on your current flight path) Kerbal Engineer's Landing window has an (optional?) marker for Impact/Landing location. Trajectories mod will display a marker for Impact/Landing location in Map view on bodies with an atmosphere. I suspect Mech-Jeb (which I never used) may also have a impact/landing location maker in one of its display screens. I suspect you might have confused a feature of another mod with Waypoint Manager.
  4. Can you also apply this fix to the old version KCT 1.4.0.69 (for 1.5.1) so players still using KSP1.5.1 can get this fix? (I dont know if its was a simple correction, or if it was linked with other functions/etc so that you dont want to get involved with applying this fix to the old version)
  5. KSP 1.5.1 KCT 1.4.0.69 SA 1.9.6 MC 1.3.1.5 Does not seem to require a contract... (I do have contracts, but I can stick a plane on the runway, which I dont have any contracts for) try to recover and get the popup saying KCT cant do it right now. The same thing applies to Manned or Unmanned vessels placed on the Launchpad, and try to recover, or vessels that have been launched and landed near the spaceport. As I mentioned, I have never been able to use KCT's recovery. (Always get the KCT popup saying cant do that now)
  6. Ooops probably shuold have mentioined I am still on KSP 1.5.1. and was using ScienceAlert Realerted and (X) Science. For now I went ahead and re-enabled ScienceAlert Realerted. and will just live with the inability to recover with KCT. (Been playing this save that way for the whole game)
  7. I have been having the same problem. (Could never recover crafts through KCT's Craft Recovery, I got a little popup window saying cant do that now, try doing a scene change, but that had no effect. Even if they were never launched or were on the runway) I also have KCT and ScienceAlert Realerted (with about 120+ other mods) installed. SO I uninstalled JUST ScienceAlert Realerted and now I can recover crafts through KCT's craft recovery button. So confirm it is a mod conflict between them,
  8. From the Github releases page: Yep just a typo on Github, I dont think it has any effect on the mod or downloading or CKAN. The same typo is also in the CHANGES.txt file. but again should not effect the mod or downloading.
  9. Just started my 1.5.1 game after installing this update. When I loaded the save, I got a notice that many of my crafts were missing "small decoupler stack" (and would be deleted? cant remember for sure) Aborted loading save, Rolled back to 0.15.1.5 and everything was ok. Maybe a typo in the updated cfg?
  10. I am not familiar with the "KSP-RO repo of KCT" Can you highlight what are the major differences or changes between classic KCT and the KSP-RO repo of KCT? Or are they functionally the same?
  11. Well I would say any patches added to the topic since Sep 07, 2017 (date of the database) would not be in the database. Doing a quick and dirty scan of the thread. It looks like nothing since the July 9 2017 post has been included.
  12. It is a very simple MM config file. More than likely it does still work. It is old so does not follow the standard file folder format. I would just drop the "MM_AddIVA.cfg" file into the GameData folder. (Or extract the CrewPortrats-1.3.1 folder in GameData.)
  13. Be very afraid. National Cat Day - Oct 29 International Cat Day - Aug 8 And Remember as far as Cats are concerned, Everyday is Caturday.
  14. Nice!, has that been added to: Ok looks like someone has posted a patch for this: https://forum.kerbalspaceprogram.com/index.php?/topic/139980-130-community-database-of-module-manager-patches-for-stock-ksp/&page=5&tab=comments#comment-2900990 with an additional tweak by Alshain to require a tech node to unlock the ability: https://forum.kerbalspaceprogram.com/index.php?/topic/139980-130-community-database-of-module-manager-patches-for-stock-ksp/&page=6&tab=comments#comment-3021580
  15. 3.10.0.0 says its for 1.6.0-1.6.x so may not work in earlier versions. You want the previous version: 3.9.1.0 - Its for 1.4.0-1.4.x (although it works fine in 1.5.1 also) Try running your KSP with ONLY the KAC mod installed if it still does not show up, then use the earlier version.
  16. The current version appears to work fine in 1.6. (and there have been no reports of problems)
  17. I think Alternate Recourse Panel will also do that. (from ARP OP: Autostaging Controller to activate stages on engine flameout)
  18. Ahh I get it now... You only used a couple parts from those mods as opposed to the full mod. So had the full info for those parts.
  19. Nice, Yeah I had already manually renamed the SRBs for SXT so they would be grouped with the others. size2SRB = SRB-25-100 KD350k "Linebacker" (SXT) KickMotor = SRB-12-0 RT-3 "Gnat" (SXT) I do wonder, it looks like you include other part info in addition to the title. (Manufacturer & Description) but they look like a duplicate of the existing info. Is there a reason for that? Or did I just miss the changes in them?
  20. Are you taking suggestions on the next mod? Or have you some picked out your working on now? Personnaly I would love to see SXT and RLA added to the list.
  21. Recently found this mod in CKAN (was searching for something else) after having used it way back in .90 and 1.0.2 and 1.0.4 Loaded it up in my 1.5.1 game and it looks like it works perfectly.
  22. Watched KottabosGames video and noticed some questionable values. (also in your OP - "Both bodies are vacuum planets and have low-gravity somewhere between the numbers of the Mun and Minmus") Body Radius (km) Gravity (g @ ASL) Mun 200 .166 Minmus 60 .05 Phybi 100 .25 Iszmi 13 .1 The Gravity for your moons are too high. (unless they are solid metal bodies, Iron? Lead?) Someone else can do the real math, (Sorry Physics classes were WAY to long ago) but Phybi should probably be about .08 and Iszmi should be about .005. (Its the same size as Gilly which is also .005) As can be seen in the chart above yours are way to high for their size.
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