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Jimbodiah

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Everything posted by Jimbodiah

  1. Myeah, stock weights aren't really based on real world values but to balance game play. The dishes are not balanced as they are unusable on small satellites (200kg for the satellite with ion drive, then add a 600kg dish). @akron had the same values on his dishes, but recently balanced them out a bit on his Probes+ mod. It has really nice antennas and other satellite parts, check it out, it compliments SSTU nicely.
  2. 0.15 tons, that's negligable for dV. I actually stack a port on top of the LCs to get chutes back on my lander. Weight is a non-issue imho.
  3. The large H one looked really really nice, I hope that one will make a return with the new texturing.
  4. This is the one from SpaceDock. I quoted those two as those were the most noticeable I found, thought they might be connected. Thanks!!!!
  5. Yep on the mono. SSTU used to have monoprop versions of the Apollo/Soyuz/Orion SMs and now uses Aerozine/NTO along with matching engines. Such a fuel switch would give a lot of options with other mods/engines, as that service module body of yours is really nice looking and has the opening compartments to hide ugly stuff under. CryoEngines uses B9PartSwitch with some cfg files for assigning fuel types. I can see if I can set it up for BDB using @Nertea's plugin, but you'll have to ask him if you can use it regarding licensing etc.
  6. Wolfy, is it possible to add a fuel switch to the two Apollo service modules to allow LFO/LF/LH/LHO ? The part by itself is really nice and it would be nice to use it with other engines as well (LH2 engines and nukes, plus the stock NERV).
  7. I'm getting tons of nullrefs from this mod and all my kerbals just disappearing (not marked as missing.dead either). I've linked the log here It first gives a lot of these: [LOG 00:10:52.329] Starting the Dispatcher [LOG 00:10:52.329] [LOG 00:10:52.330] PartLoader: Part 'Squad/Parts/Command/probeRoverBody/probeRoverBody/roverBody' has no database record. Creating. [LOG 00:10:52.332] Starting the Dispatcher [LOG 00:10:52.332] [LOG 00:10:52.332] DragCubeSystem: Creating drag cubes for part 'roverBody' [LOG 00:10:52.348] PartLoader: Compiling Part 'Squad/Parts/Command/probeStackLarge/probeStackLarge/probeStackLarge' [LOG 00:10:52.356] Starting the Dispatcher [LOG 00:10:52.356] [ERR 00:10:52.383] Cannot find a PartModule of typename 'BuildEngineer' [ERR 00:10:52.383] Cannot find a PartModule of typename 'FlightEngineer' then followed by thousands of these: [WRN 00:15:57.973] -WARNING- Tac.LifeSupportController[FFECFC24][329.50]: Unknown crew member: Fredfrey Kerman [EXC 00:15:57.973] NullReferenceException: Object reference not set to an instance of an object Tac.CrewMemberInfo..ctor (System.String crewMemberName, System.String vesselName, Guid vesselId, Double currentTime) Tac.LifeSupportController.ConsumeResources (Double currentTime, .Vessel vessel, Tac.VesselInfo vesselInfo) Tac.LifeSupportController.FixedUpdate ()
  8. I often run a bunch of tourist contracts, having 3-4 ships en-route and thus switching from one ship to the other to make landings/burns etc. Since starting a new career in 1.2 I have my kerbals go missing on their way home after I switch between ships. They do not show up as missing/dead and are no longer in the ships they left in, meaning I can't finish the contracts and have to delete them. Has anyone else had this issue? Is there anywhere I can see how they disappear?
  9. Thanks Akron. And don't fret about the updates, it's getting better with each one and it only takes a few seconds to replace the old version.
  10. click to enlarge Reaching orbit for the first time in a new career save (1.2 stock system).
  11. Ah, okay, I was looking for a thumbnail of the parts in question... Old dog and new tricks.
  12. I'm actually having the same thing with the two inline decouplers in a new career mode where the size does not go over 1.25 but there are no upgrades either. I played a science career where this was no issue, but a full career mode I can't get larger decouplers (though tanks can upgrade after buying them from the techtree). Where do I upgrade them as they are only shown in the node that first unlocks them.
  13. The KJR test version works great, launched 20 rockets today I think, with zero wobble, not a care in the world now.
  14. At the diameter it is, it will spin so fast it will make you nauseous. And it's just a game
  15. What does it matter how fast the hab turns and if this calculates to 1G?
  16. Euhm.. euhm... what's the difference with an atmospheric scoop?
  17. Water is actually a resource in CRP, so you can mine it directly.
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