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subyng

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Everything posted by subyng

  1. Is it possible to do the following? I need to construct part of my ship in orbit. I have a piece stored in a KIS storage container, which I take out on an EVA and attach it to where I need it to go. The part is too large for a Kerbal to carry on his own, and the storage container is too far from where the part needs to go for me to drag it and attach it in one go. Therefore I need to kind of "carry" the part by picking it up, dropping it, moving it, picking it up agian, etc. The problem is, due to physics weirdness, when I drop the part it will get flung out into space. So I had the idea of using a winch and connecting the part to the winch and just reeling it in. But I'd need to do this before taking out the part of the storage container.
  2. If I only want the TKS parts from this mod, which folders can I delete?
  3. Yep, I just saw it! I installed the latest version and everything works! Thanks!
  4. So I'm sure this comes up a lot, but the search terms are so general that I can't find a specific answer in this thread for it. Basically my Kerbals can't transfer because the parts are not in the same living space despite CLS showing that the spaces I want to transfer to/from are all connected.
  5. Does this work for any part, including non stock parts? I've noticed that some parts can take damage while others are either 0% damaged or explode instantly. Also an amazing feature would be if explosions did damage to nearby parts.
  6. What settings can I tweak to improve performance? Ocean seems to be the main framerate killer. I don't need it to look amazing, anything is better than the stock ocean
  7. Yes, THIS. I've been using only KCT's simulation functionality but the ability to essentially quicksave during a simulation would be immensely helpful.
  8. Apparently the Mun is made of soap. My Kerbal keeps sliding back down. This is incredibly frustrating. I've used up all my EVA fuel. How can I get out of this crater? Are there mods that will increase ground friction?
  9. I've been using 1.9.4 without problems. Only issue I've had so far that I know is a problem with VSR is the Skipper engine which is bugged with FAR.
  10. Hi ShotgunNinja Is there a way to enable/disable certain features of this mod? E.g. to disable space weather and the need for signal relays?
  11. I think that would definitely be a good addition! Otherwise the only reason not to starve your Kerbals is for RP purposes, I suppose. Credit, reputation, and/or XP loss would be a good incentive I think.
  12. Thanks! So since Kerbals can survive for 30 days without food, essentially if your mission is less than 30 days you don't need to pack any food?
  13. Awesome mod! Where can I find the stack end caps? I got the latest version.
  14. Does this mod have a wiki or a page that provides more information
  15. Great mod! Have you considered trying to add procedural service bays?
  16. Anyone know how I can revert the Skipper model to the stock one, as it is currently incompatible with FAR?
  17. I'm having a similar but opposite problem. I'm using Stage Recovery and while I'm aware you don't need to deploy the parachutes, it can be useful to slow down dropped stages from smashing into the ground before they leave physics range. However, the problem is that armed parachutes on detached stages doesn't obey the "must be going down" deployment parameter. They will deploy instantly once separated.
  18. So I'm having an issue with using interstage fairings. Here's my rocket: So, the behaviour I want is for the middle fairings to decouple after I separate the probe at the top. The structural fairings don't have this ability (why not?) If I use the aerodynamic fairings however, there seem to be some structural issues because the nose cone inside of the middle fairing will break off from aerodynamic stresses. This doesn't happen when using the structural fairings. Is this by design, or possibly a bug? How can I get this to work?
  19. @Ven I found a bug with the LV-900 Beagle engine. I'm using it as part of a rocketplane, in combination with jet engines. Screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=705016987 For some reason, Liquid fuel is drawn from both the Beagle's torus tank and the tank at the top of the tank, simultaneously. However, no oxidizer is taken from the torus tank. The really big bug is that when the fuel in the engine's torus tank runs out of liquid fuel, the plane stops consuming fuel even with the engines running, giving me infinite fuel.
  20. I have the same problem, and I tried removing that code from Utility.cfg but there was no change. Edit: nevermind, this worked for me. Ven, love the mod, eagerly awaiting fixes =)
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