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LN400

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Everything posted by LN400

  1. Thanks for the reply.Yeah I figured the mod is not actively updated but the main issue I have is, the link in the OP is broken on my end. PS: It would be totally awesome if you or someone else took the time to care for this mod.
  2. Has this mod gone offline? The link in the OP doesn't work for me. If it has gone down, is there another mod that lets me edit the content of the fuel tanks?
  3. 3rd satellite repair job attempt now, got the repair kit for a small antenna but all antennas on the satellites have been working like a charm when I got there. Here's the thing:; Every time, I used the claw to grab the satellite to keep it from tumbing and getting away. I now noticed that when I grab the satellite, it changes its name to my vessel's name. Could that be the reason none of these satellite repair jobs have worked out, some kind of ID issue?
  4. Thank you! This switching vessel business was driving me nuts-
  5. As the title says. I am wondering if there are any mods that would add a button to the right-click-panel of crafts/kerbals currently not directly controlled by the player, to quicly take control of them?
  6. Personally, I used KER, setting one button to display time and angle to AN/DN. Seems to work fairly well.
  7. I wonder if it's related to the fact that the KAS resource pump doesn't work when the 2 ships, the tanker and the one in need of fuel, are in any way docked to one another. It works when the 2 are floating around freely near each other but unless the orbits are 100% in tune, that fuel pump will be ripped off the tanker pretty quick.
  8. Like I said, I need to fit ducts going both ways. That's the core ofthe issue I'm having. I was expecting 1 would be enough but nope, I def need to fit one for each way.
  9. First, make sure the pin in the upper right corner is not activated, then right click somewhere away from any part.
  10. Playing with fuel transfer limitations like no transfer through heat shields, I am testing out using EVA construction to fit the FTX-2 External Fuel Duct to transfer fuel between 2 tanks with a heat shield between them. What I found was, with only 1 ducs fitted, I can not transfer fuel but with 2 ducts, 1 going in the other going out, I can transfer all day long. Is this intended? It makes no sense to me as 1 way is all you need for say, the old aspargus staging.. Anyone have any thoughts?
  11. I have looked around for answers but found nothing so What I think I understand: Each 50kg of mass of the thing needing repairs requires 1 repair kit. Check. This antenna weights in at 100kg so I've got 2 kits. The kits need to be in the stock inventory slots. Check. I removed the parachute and loaded the engineer up with kits. However, when I do my space walk and locate the antenna, there is no repair option when right clicking. I can set target and force open/close but those are the only options. I have picked up that this repair mechanics at least used to be bugged, Can someone shed some light on this? What bugs can one expect these days?
  12. I don't have any experience in totally dismantling my ship while in orbit but I have managed to rip off a few parts too many to feel very brave about this. I have very similar experiences albeit not half the ship,only too many parts.
  13. Thanks a bunch! How would this work in EVA? Do I need several kerbals floating around? Sounds nerveracking having to keep an eye on a small army of floating kerbals.
  14. Mods include but are not limited to KAS. So, I have here parts that can be placed in a ship's inventory, one is the RTS-1 Resource Transfer Station (KAS). However, this item is too heavy and too big for a kerbal to carry around. How does one use items in the inventory, that are too heavy or too big to carry?
  15. Thank you so much! I completely forgot about the community fix despite using it before. Testing it now and it seems it has sorted out the issues I had. A bit more testing to be done but it's looking good.
  16. Having just returned to KSP, I find that stock game now comes with an inventory system. I have played with Persistence on/off and this system is causing a bit of a headache. With persistence on, I have an unlimited supply of parts with me and with persistence off, it's anyone's guess what they bring with them to the launch pad and into the capsule. They tend to be fond of parachutes... Any way to have this system at least partially persistent so that the inventory doesn't change between building and launching, and between launching, reverting and relaunching? Any other way of dealing with it? (I am waiting for KIS to catch up).
  17. Oh I did get that bit about the data logger I was just wondering about a quick way to access the logs if I say, have the logger tucked away in a cargo bay
  18. Just to wrap this up: Works like a charm it seems now. Just a little wish if you don't mind this fellow rambling: Either have the log functions available in the tool bar or through the command/function keys. Sorry if this has been covered and I'm just being dense again.
  19. I might have to do just that. So, now I get it all almost working except, the data logger unit in the science section can't be fitted. It's also the only item that can't be left floating in the VAB while building. I can select it and move the ghost image around but I can only put it back in the parts pool. This old brain feels half fried by now EDIT: Success. It might have been a faulty download. Downloaded again and now it attaches as it should.
  20. Ah! Now I feel a bit dumb thank you so much. I will give it a go!
  21. Strange. The mod folder was inside the game data folder and named 000_ClickThroughBlocker. I copied this into the game's GameData. EDIT: Just to clarify, I delete all mod manager created files each time I install or delete a mod.
  22. Sorry about the late reply. Real life and all Reinstalled all and got the player log https://filetransfer.io/data-package/yUDtgmH9#link
  23. Downloaded (also the dependencies) but something's not right and I hope to find an answer here. When I installed everything, another mod, RemoteTech, stopped working. That is, I no longer had access to the RT control panel.
  24. Oh not a lot. Just finding out that after a few years away from KSP, now rovers on Mun are a flippin joke. Disney On Ice galore. I know I built Mun-capable rovers that had great success exploring in the earlier version of KSP but now when I returned, these things work as well as a rocket engine made of cheese, that is not at all. That was a bummer.
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