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DStaal

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Everything posted by DStaal

  1. I've found that most mods even if they don't include Mini-AVC will support the full AVC. (The difference is basically whether they include the mini-avc.dll file in their install.) Though I'll admit still not all.
  2. Both MKS and Pathfinder have (slightly different) options for doing that.
  3. Yep. There are three sizes, each of them can only dock with themselves. Not a big issue, as long as you know it before you start sending ships up.
  4. Just decided to note on this: If they *ever* dock for you, that's a bug. They are a different 'size' than normal docking ports, and only docking ports of the same size can dock together. (Note that this 'size' is a text string in the config file - it has nothing to do with the appearance or physical size of the part in the game.)
  5. As far as I'm aware, unless angle-snap is on for a docking port there's basically infinite tolerance for the angle. The mod linked just gives you a better view of your angle during the dock, so you can line it up better.
  6. The closest I know of would be Konstruction's 'rotate and compress' option, which I think will rotate them as it welds the parts together. However, as an alternate solution: Konstruction and others have docking ports with angle-snap, which means the ports won't dock in the first place unless the angle is exactly right. (And there's some magnet play in there to make sure 'close enough to dock' doesn't have to be exactly perfect, while the end docking is exact.) Konstruction's allow you to alter that on the fly, while most others just have set angles, but if you look you can find a decent selection of angles available.
  7. I'm not seeing the interface for loading ships into the hangars at all. I can load the hangers into the VAB, resize them etc, but not load ships into them. This with the latest Hanger and latest AT_Utils and ConfigurableContainers. (Notably: Not the versions shipped with Hangar, though I haven't tested those. Newer ones.) Still happens on a clean install, with nothing else. Here's a log: http://magehandbook.com/KSP/Hangar.KSP.log
  8. The resources in base KSP are more to enable further exploration than to make money. This mod's focus is on making money. (There's also mods like EL or MKS, who's focus is on building and/or colonizing.)
  9. The embedded version of the font in KSP *doesn't* contain the glyph. That's why it was changed. And the only way I can think of to see all the symbols would be to feed them to something in KSP and have it show you. It'd be a long trial-and-error process, but you could do it. (There might be a way to pull the embedded font out of KSP, but I don't see it easily.)
  10. Yep. Though I recommend 13 hours of storage. PL will half-empty storage when it triggers, so 13 hours is 6 hours of 'available' storage, plus a bit of buffer.
  11. I use those two together just fine. Something else must be going on. I don't believe anyone has tried this. I don't see any reason it wouldn't work - but I wouldn't swear to it. (I'm also not sure why you'd do this...)
  12. I have similar behavior with a lot of contracts - I don't think it's related to this contract pack. If it's a bug, it's likely in CC or KSP itself.
  13. And of course the link they quoted referred to it by a different name. (And if they hadn't scrolled down on my link, they may not have seen the equivalent version.)
  14. There's two SEV's, or rather the SEV is a system, not a single vehicle. There's the ground-exploration version and the space-exploration version. They are slightly different. (At least the prototypes are: I expect that the point is to try out different ideas and pick the best.) Check my NASA link above.
  15. He's looking at my links - there's a space version (that is: orbital), with four across the top and three across the bottom. No curved glass - only plate glass.
  16. Double-check to make sure you don't have any other config files (for instance, in MKS) for USI-LS; it will take the most pessimistic config setting it can find.
  17. It's not an uncommon design - the sloped bottom is a solution to the 'you aren't driving on a road, and can't go out to spot easily, so you want to be sure where you're wheels are' problem. All of these probably trace their linage back to early NASA prototypes for (what became) the Space Exploration Vehicle or the MOBLAB.
  18. On the other hand - the Karibou does nicely carry standard 2.5m parts, while the Malmute is it's own form-factor.
  19. I actually like higher TWR with this mod - it means the turn can be steeper, which usually helps efficiency. I've got a couple of basic probe launchers that I use regularly with a TWR of around 2, and they work great.
  20. Ahem: I believe that's intentional. (And the bags should be lighter yet than normal - I'm guessing at the cost of durability.)
  21. Yep, I'd go post this over in the USI-LS thread. It would probably be a good idea to post a pic including the in-game settings window for whichever save you're talking about as well.
  22. Just as a note: I just put in a slightly dirty PR (for some reason the last few upstream commits are in it - even though I didn't make them) to change over MKS's EL support to using the PatchManager system that allows enabling/disabling patches via in-game GUI. In doing so, I split it into four patches, that can be enabled/disabled separately: MKS Classes can gain construction skill. MKS Parts can have workshops/survey stations The EL resource chain can be replaced with MKS’s resource chain EL parts can be hidden from the game. The default (either with or without PatchManager) is the same as current, so there shouldn't be any major effects for players - unless they want to change which patches are applied.
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