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speedwaystar

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Everything posted by speedwaystar

  1. this is a simply brilliant idea. ( ^_^)b
  2. whenever i revisit a station with a carbon extractor or water purifier, i have to manually pump the carbon dioxide from adjoining modules into the extractor, and ditto with waste water for the purifier. they don't seem to automatically scavenge them while the station is on rails. i'm not sure if this is a bug or a KSP limitation.
  3. here's some more MM configs for the repository: @PART[HGRRadial|HGR_RadialBooster]:NEEDS[CrossFeedEnabler] // Home Grown Rockets tanks { %MODULE[ModuleCrossFeed] {} } @PART[NBradialMiniTank]:NEEDS[CrossFeedEnabler] // MRS Lite MRS Fuel Tank, Radial Mini { %MODULE[ModuleCrossFeed] {} } @PART[argon-radial*|xenon-radial*]:NEEDS[CrossFeedEnabler] // Near Future Propulsion tanks { %MODULE[ModuleCrossFeed] {} } @PART[RLA_tiny_mptank_rad]:NEEDS[CrossFeedEnabler] // RLA Stockalike Stratus-V Capsulated Monopropellant Tank { %MODULE[ModuleCrossFeed] {} } @PART[radialXenonmicro]:NEEDS[CrossFeedEnabler] // Squiggsy Micro Radial Xenon Container { %MODULE[ModuleCrossFeed] {} } @PART[FTT_Tank*|RadialLqdTank|DERP_FuelCan]:NEEDS[CrossFeedEnabler] // USI Spherical Tanks { %MODULE[ModuleCrossFeed] {} } // Ven's Stock Revamp @PART[Oscar?tank|RadialLF*|RadialMonoMini|fuelTank1-5]:NEEDS[CrossFeedEnabler] { %MODULE[ModuleCrossFeed] {} } @PART[WBI_FLM*]:NEEDS[CrossFeedEnabler] // Wild Blue Industries { %MODULE[ModuleCrossFeed] {} }
  4. the skycrane is so useful for landing the Scout module that i simply ended up ripping it standalone from the parent mod. with radially attached LFO tanks in 8x symmetry it has just enough delta-V to land on the Mun from a 50km orbit. another bonus: the skycrane can see use fuel from radially attached LFO tanks, possibly because it has STAGE_PRIORITY_FLOW in its PROPELLANT nodes, whereas other engines can't. terrier on bottom node: radial fuel tanks don't feed engine because reasons; stage unfueled skycrane on bottom node: radial fuel tanks feeding engine as expected; stage is fueled i admit i'm not 100% on how KSP handles fuel distribution, so i'm slightly mystified. is it because the Colony Hub module blocks fuel flow unless the engine specifically supports STAGE_PRIORITY_FLOW? EDIT: solved by writing ModuleManager tweak to adding CrossFeedEnabler support to the radial tanks in question.
  5. maybe RealHeat is to blame. i'll try without it EDIT: yep, it was RealHeat. problem solved.
  6. while you're thinking of what parts to add or not add, i've noticed that most contracts for planetary bases ask for a science lab (covered), living space for various numbers of kerbals (covered) and a cupola (not covered). maybe some kind of cupola module? Anchor Hub + box kutter + kling wrap = instant cupola.
  7. absolutely. please do! i've shot you pull request for some additional module manager tweaks for various things (specifically, CLS, CTT, WindowShine and a tweak to make it easier to attach the docking port to radial nodes such as those on the Cx Station Parts).
  8. i'm having the same problem. it's a shame, because the AES is a great little EVA pod. ^ giant phantom IVA prop visible in external camera. the prop is opaque from the other side: "omg! it's full of stars!" no, wait... ^ also, giant glowing anomalous thing
  9. this space station part has yellow railings which are cosmetic only. they are not grabbable during EVA. i'd like to make them grabbable. i'm asking whether it's possible through .cfg file editing, or if it can only be achieved by modifying the .mu file.
  10. howdy. i'm building a replica Kerbal International Space Station (KISS) with the aid of your excellent parts pack. is there an easy way to make the many handrails on the modules and the PMA grabbable by kerbals during EVA? i've looked at the .cfg files for ladders and also at the Nebula Handrail pack as updated by @linuxgurugamer, and can't see anything in there which would specifically define them as grabbable, so i'm suspecting the railing meshes needs to be tagged by the modeller in the actual .mu file,
  11. there are a whole bunch of station parts from various people which are covered in cosmetic but non-grabbable railings (for instance, CxAerospace Station Parts Pack). i'd mod them to be grabbable in an instant, if i could only figure out how it's defined. there's nothing i can see in the .cfg files for squad's ladders or your railings which mark them as grabbable. is it buried in the .mu file, perhaps?
  12. i'm going to be using TAC with my first Scout moonbase, so i'll be on the lookout for similar issues and will report.
  13. yowser. i had actually detached and reattached parts in my previous test. this time i built the stack from scratch, and the LES took the service module with it (through the capsule). before staging after first stage (pod shroud and LES) O_O
  14. great! it's all working nicely now. the only minor quibble is that the SM Fairings detach with a worrying explosion, even if nothing is stowed under them. it seems to be a cosmetic issue, though, since in a second test with stowed solar panels and RCS nozzles everything survived the experience unscathed.
  15. this looks really promising! (i don't have any bases yet, hence the blankness, i'm guessing). i'm having visions of:
  16. if it's not already on the todo list, a "warp to alarm" option would be really really useful (like KCT's "warp to completion"). doubly handy if there was an option to set an alarm for local sunrise/sunset (either when in orbit or landed on a body). (unrelated: do the left/right cursor keys not work in this edit box, or is it just me? >< )
  17. are the new parts and dll available as prerelease? i can't see anything on github.
  18. for those using CKAN to install Contract+, be advised that it isn't installing the new ProgressParser folder, although it is present in the zip file. solution: install manually for now.
  19. support for Final Frontier would be nice -- a tab showing the kerbal's mission ribbons.
  20. he's level zero for sure. he couldn't reset experiments, which is why i noticed and checked his xp.
  21. the lab is in a space station orbiting the Mun, which may or may not count for being on another planet. i'll bring him back to Kerbin and see what happens.
  22. should Field Experience be granting xp to scientists in research labs who are actively researching. i ask because Lord Flashheart (below) has been doing so for months on end and still has 0 xp
  23. if i was going to make an addon for KSP, which would involve blender skills i don't possess, it would be this:
  24. i came across this rather amazing Discovery et al. interior plan resource t'other day (scroll down). you might find it useful if you're still working on an IVA. sample: interesting revelations: the Discovery's bridge is oriented such that the rectangular window on the front of the command pod is on the bridge ceiling. there's also this:
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