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sardia

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Everything posted by sardia

  1. Is there a way to see kerbal's stats, like say the bonus for being in the workshop for a while?
  2. For me, building ships in the orbital dock isn't working. Can you confirm that augers aren't working either?
  3. Bon voyage keeps transporting my rovers into the monoliths when I target a waypoint, which explodes them. Is there a way to offset bon voyage, or at least just get the rover close to the target so that I can drive the last 100 meters? This might be a role play improvement, since you'd have to drive a bit instead of teleporting around the planet.
  4. Would someone be able to use this to create 1 keystroke macros? Might be useful to install this mod instead of three or four other mods to get some extra functionality. Like the transition from jet engines to rocket on a ssto requires you shut off intakes, turn on rocket and pitch up to 35 degrees. Or do you lose control of the craft while this is running?
  5. Closest you get is the anomaly surveyor missions mod.
  6. Orbital docks are for orbital station building. Planetside building uses the survey station and stakes.
  7. The Interface shows up, but I'm not sure if there are any errors or bugs.
  8. Is there a way to count up accomplishments by Kerbals, and then give them a rank based off it? Might be fun instead of seeing a sea of medals on each kerbal. From what I can tell, most of the ribbon packs are manually given?
  9. Is there a way to upgrade the stats on a kerbal EVA suit? It be nice to upgrade the heat tolerance and the delta v that the suits have.
  10. I always assumed it was from too many mods. Nice to know others have this problem.
  11. How does this interact with ScanSat mod? Completely separate, or do they overlap?
  12. I'm not able to get it to expend rocket parts, so I'll be waiting patiently instead.
  13. Yea, the docking port SR doesn't look like it gives a streamline design. Does that drag cubes values state otherwise?
  14. While it's good role play, how are you losing so many kerbals to EVA?
  15. And the additional drag for launching with a not quite 2.5m part?
  16. I agree, there's something wrong with the mechjeb landing functions. You can use it to de orbit and to land at the end perfectly. But if you use it to set up the whole landing, it misjudges your burn, and crashes you into the planet.
  17. The mod doesn't create ships in 1.22. It's it working for arik?
  18. The problem with bon voyage is it demands 4 wheels+ only. So if you make a three wheel Rover, or a low power Rover, it refuses to work. That, and the UI design is kinda silly.
  19. Is your graph saying a rapier is faster at 21km than a whiplash at 17km?
  20. I thought recycling, like producing rocket parts, makes scrap metal & metal?
  21. He'll need to push the craft to reduce his orbit without spending fuel. Just EVA and have jeb fly against his ship. Can the craft survive a 69x70 deorbit?
  22. Has anyone combined this with pork jets other abandoned habitats modules from tokamak mod?
  23. I installed this mod and the porkjet parts on KSP. But now I have two copies of the engines(in addition to the stock engines that I hid, per instructions). I was looking to delete the excess engines, but I don't see the parts anywhere in the mod. I prefer the look of the original porkjet parts that he left behind. How do I correct this? The easiest thing is to just delete porkjet and leave this mod alone, which isn't ideal but OK.
  24. There's a mod that allows you to do air launches and recover both parts. It does a split save, which then recombines after you recover one craft.
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