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Qwarkk

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Everything posted by Qwarkk

  1. Personally I found this mod incredibly easy to pick up and understand, so I don't think too much detail is necessary. Covering general editor controls for the tanks / engines / pods would be good, but a seperate page for each engine sounds like overkill to me. The one thing that did confuse me at first and might be suitable for the KSPedia is when parts do multiple things per staging icon. A bit of explanation for that would be good.
  2. Anyone else having an issue with the recovery button not working? I land the first stage, and can't seem to recover it. If i jump back to the main mission or go to the space centre, the landed stage disappears. I've double checked and i don't have the auto-recover feature enabled.
  3. I've been testing the newest version today Whitecat, but having some issues with it. I've got a small probe in orbit at 250km around Kerbin. After time-warping for 6 years, the orbit altitude had dropped by only 10 meters or so (double checked and station keeping isn't active). However, now when i switch to the vessel, its orbit is decaying at around 1 meter every 6ish seconds (decay multiplier is still at 1.0). Here's the Log File Let me know if a save file / any other information would help.
  4. This mod continues to surprise me. You do awesome things @Shadowmage. Thank you.
  5. I'm running with stock at the moment, but with a heavily modded save. If I find time I'll do some further testing for this bug. I did try setting Xenon as the station keeping resource in the settings menu and switching to the vessel, but had no luck. I'll have another look tonight to double check that's not just me being a spanner.
  6. Love the mod Whitecat, been looking forward to this for a while. Gave it some testing today and found a few things: 1. Time warping in the tracking station simulates the orbital decay as expected, but the orbit information doesn't update. You have to leave the tracking station and come back before it updates to the new apoapsis / periapsis. 2. I launched a vessel into a 260,000m circular orbit, went to tracking station and the orbit had immediately changed to 160,000m. Interestingly all the fairings / debris from the launch remained in the original 260,000m orbit. (not 100% sure it was caused by this mod however, but hasn't been happening before installing this mod). 3. Put a small probe in orbit with plenty of Xenon gas / electrical charge / solar panels to test the station keeping feature. Unfortunately the mod didn't recognize any fuel on board the craft, so the station keeping wouldn't activate. (haven't yet played around with other fuels for this one).
  7. Short and simple for mine. Anyone familiar with the Ratchet and Clank games? Captain Qwark is the inspiration behind my username. Unfortunately when i was first setting it up on twitch, Qwark was taken - so Qwarkk was born!
  8. Having an issue with the SC - C - SM - Service Modue and action groups. The action group to jettison the side panels isn't working for me. I am using the action group extended mod, but i cant see this being an issue. Can anyone else confirm this problem?
  9. Will there be a patch file available to give us the option of changing the engines ISP/Fuel back to Liquid Fuel instead of Liquid Hydrogen? I think it would be good to keep the mod flexible in this aspect.
  10. Double checked and I had them in there, but deleting and re-installing seemed to the trick.
  11. With the MFT-A and MFT-B fuel tanks I cant change the texture. Even with a nose / mount the next texture buttons don't do anything. Any ideas? Thanks
  12. Im a pretty big fan of F1 although the recent cycle of 1-team domination is starting to put me off. Its hard to control but i just wanna see 3 or 4 team fight it out every race.
  13. I use so many Greek God names that my tracking station may as well be written into Greek Mythology.
  14. Turns out I'm an idiot. Removed CRP a few days ago thinking i wasn't using it... Have reinstalled and everything works fine. Thanks
  15. Downloaded the newest release, but keep encountering a problem - KSP wont load past the SSTU-SC-ENG-SRB-A file. Is anyone else getting this? Edit: Have tested the mod on a completely fresh install of KSP just to check it wasn't conflicting with other mods. No luck. Edit2: Deleted the SRB-A config file, game won't load past SRB-B. Deleted all SRB config files, now the game won't load past SSTU-SC-GEN-ISDC.... Am i missing something here?
  16. I like this idea. I think the starting point of career mode is something that needs work / freshening up. Adding the suit as an upgradeable item would do this, although it's often a science 'grind' as it is.
  17. I think it would add another element to gameplay if there were multiple space suit options in the game, each with different properties / characteristics which made them more suitable to particular planets or biomes. So the characteristics could be things like EVA fuel, temperature limit, mass, waterproofing (for when Jeb fancies a quick dip) etc etc. The primary suit would be chosen before launch, and additional suits could be stored on command modules for those multi-planet missions. Just an idea
  18. I looking for a mod that will allow me to lock an engine to a specific gimbal angle (say 10°) for takeoff, but then unlock it at some point during flight, preferably with an action group. I've heard KM Gimbal mentioned, but I'm having issues downloading so haven't been able to test yet. Any help much appreciated
  19. The link for KM_Gimbal doesn't seem to be working, anyone else getting this?
  20. Is there an alternative download link to this mod anywhere? KerbalStuff link is RIP now
  21. Definitely giving this a download. Landing a rover 20km from the target zone is too frustrating!
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