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eberkain

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Everything posted by eberkain

  1. Oh man, it would be so awesome to use Kerbinside along with KCT.
  2. I've been experimenting and x1000 time warp is pretty safe, could be dicey sometimes though. I'm going to play around with the Time Control mod and see if I can limit the timewarp to about x500. I'm also playing with KCT and have a much of concurrent missions going at any given time, so a slower time warp wouldn't be too bad for me. Still not the ideal solution though.
  3. Is there log file? I just had a kerbal die without warning a couple days after going into orbit. EDIT: Also, the ability to automate actions based on things that happen to your ship is just bloody awesome. One other question, how are solar panels handled in the background sim. I'm assuming all panels are just outputting full power unless they are in planet shadow? Ships orientation is not taken into account? EDIT 2: Ok, so I managed to kill her again. I got it figured out. I have a fuel cell from universal storage as my main power source. I have the auto scripts set to activate it when low power, and deactivate it when high power. If you timewarp max speed with this setup the power hits 0 and the kerbal dies from life support failure. I'm assuming this is not a problem when using solar power sources?
  4. Just wanted to stop by and say I am really loving this mod, really gives the stock planets a facelift.
  5. Been using this in my new career game with plethora of other mods, so far no issues. Anything specific I should check to make sure it is working right?
  6. I flipped through the last few pages, but didn't see anything. Is there a version for 1.2.2?
  7. Loving your maneuver node evolved mod, but how do you deselect all nodes? Clicking away on other stuff doesn't seem to do it and left/center/right clicking on the node its self doesn't do it. Best way I have figured is to close and reopen the map. Then you get the normal little cursor with the warp to button.
  8. Let me just say that this mod is awesome, the background sim is amazing, this game may just consume me before its over.
  9. Can you add a 1.875 m size if you have the MOLE mod installed?
  10. Really loving this mod in my new career game. I was a little shocked at how many parts are included.
  11. I didn't change any settings, so yes its enabled. It says its set to 50, but looking at the numbers it awarded me with 108.7 points.
  12. Does this give science points when there is a failure? I just had one and had around 100 science points just appear from out of nowhere.
  13. If they put out a 1.3 you are going to have sooo many mods to update. Hats of to you, thanks for all the hard work.
  14. Damn, you know I read in several spots to not use SAS with the mod, gotta open my eyes up.
  15. http://imgur.com/HbVgDrP Yeah, picking a waypoint also does not turn the vessel. Probably a conflict with some other mod I have if it normally does work.
  16. Everything seems to work, but when I switch over to Cruise Flight and set a heading, the vessel does not turn to match the heading. I feel like I must be missing something simple. Any ideas?
  17. That is this mod, there are two toolbar buttons. The here and now function was not a part of the original mod, but since science alert has not been maintained for a few versions it was needed and the OP was awesome enough to add it to this mod.
  18. The mod does not seem to remember its toobar settings, it returns to the stock app launcher every time I restart the game,.
  19. Awesome, thanks! I'm trying to keep a lean mod list, but this is definitely on the list, gotta make my planes look good.
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