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DarkGod

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Everything posted by DarkGod

  1. The issue if from Contract Configurator breaking some stuff, or rather exposing some broken stuff. Fix looks easy:
  2. Just a think about the electrical requirements, I did a few tests wit RTGs from NFE and they didnt seem to be recognized. They generate 3ec/s and I put about 10 on a rover but it didnt want to start, whereas a single solar panel (24ec/sec) worked. But I'm unsure exactly yet if the test was all correct, I'll repost later. I'll still concur it needs to be able to handle things like nuclear generators and such too; all my late game rovers usualy use them
  3. Ahhh finally a successor to autorove! And to me at least this seems to work better (and is somewhat more realistic). THanks, you're making rovers fun again!
  4. You can add this code to the hailer cfg to make it work with Antenna Range mod @PART[*]:HAS[@MODULE[ModuleLimitedDataTransmitter],!@MODULE[ESLDHailer]]:AFTER[AntennaRange] { %MODULE[ESLDHailer] { %name = ESLDHailer } }
  5. Oh and one last thing, could we get a virtual particle powered rcs system ? That'd make my grasshopper truly independent
  6. Oh? I rather like it; it doesnt makes thing balanced but it does help IMO. I've put a huge station in kerbin orbit with dust collectors to make xenon/blutonium/LF and act as a spaceport for the Kerbal Warp Fleet I'm building. It's rather nice. Also the Kamenev industrial center that churns out blutonimu just looks amazing! Here's how it looks like with two warp ships docked While I'm shamelessly posting screenshots, here is the Grasshopper. A "perpetual" science gathering, neat looking (IMHO ) ship for low gravity atmosphere-less worlds. Thanks to a nuclear generator on the tail it powers the four kanae engines and a virtual particles generator for infinite flight and exploration (but I use a life support mod so it's not that OP )
  7. It appears in my blizzy toolbar here, maybe if you have it check if it's enabled inside ?
  8. Looks neat! I'm so happy this mod is living again; it's super duper great! Little bug report; using a ground hangar (not sure about others) I just attach whatever crew pod to it, put in a rover and launch. I can then launch the rover just fine, get out, get back in, launch again, get out, and when trying to get back in it says "Not enough space for the crew of a docking vessel". Which obviously it had before If I get of the the kerbals in the pod out and try again it works, but if I launch & get back again it has no more space again. Seems like somehow it forgets to count crews it puts in launched vehicules as not on board anymore ?
  9. Oh my, this mod actually makes rovers fun & practical to use; who would have thought that possible Thanks!
  10. Feedback is: I love you, it works ! (and also: stupid me I didnt even thought of trying :/)
  11. Damn indeed! Playing without BetterTimeWrap makes me realizes how incredibly usefull it is and how incredibly stupid the defaults are :/ A simple 4h in space tourist contract shouldnt take that long just watching the pod slowly orbit .. :/ All my thanks for making it and encouragements for 1.1.3 port
  12. Looks fun! Annoying question time: will Froth with with OPM (since it relocates Eeloo as a moon of Sarnus) ?
  13. I suppose this needs updating before working with OPM 2.0 ? PS: and great stuff !
  14. Develocitizer is built in roverdude's warpdrive ?? How so? I've never seen it. Or do I misread it ? From the name & desc it sounds like it zeros your velocity relative to the current body?
  15. *sings* "Airpark airpark airpark!" (yes it's a simple song so what .. )
  16. Dont be sorry this is *good* news to know you'll come back to it
  17. My body is ready! (and my savefile too ! )
  18. Oh yes that's what I did, didnt need IR though. Look at slide 44 there https://www.reddit.com/r/KerbalSpaceProgram/comments/4iujou/eve_to_boldy_go_and_to_cunningly_return/ The rocket is very small @JewelShisen oh very neat! Is the planet's list dynamic ? I mean if a kopernicus pack adds an atmospheric planet (like many do) does it lists it ?
  19. OMG AirPark functionality? that would be super uber cool ! I could finally have my eve cloud cities ! BTW: thanks for ressurecting this, I made a "balloon powered rocket" to escape Eve with "ease"
  20. I'm using a refuelling ship with modular fuel tanks & talisar spherical tanks set to contain rocket parts. The mission goes well and arrives fine but instead of 45k-ish rocketparts it has like 2 :/ It seems to only affect rocket parts; though it may or may not be because of modular fuel tanks ? Would giving you the mission folder be any help ? And in any case, thanks for this super duper mod
  21. In 1.1.2 ship lander does work for me, but in many cases (Eve for example) this ship superoverheats when it's warped thererand thus explodes. One simply temporary fix is to disable heat in the debug menu while landing
  22. I'll second (and third, and fourth and ..) the virtual particle RCS part ! And also the zubrin thing, I too forbid myself from using it for it's insanely too powerful IMO
  23. Just dropping a line to say how much I love this mod. I cant stop from designing ships & stations with that rotating hub
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