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maja

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Everything posted by maja

  1. Thanks. Next in production line is support for WBI reactors, fuel cells and Kerbalism, plus option to switch BV controller off (I need this too )
  2. *drum roll* Aaaand it's here. First unoficial release. Download version 0.12.0.2 here Change log: Changed path encoding in a save file (backward compatible) Fixed IndexOutOfRangeException, when decompressing saved path Fixed app launcher button duplication, when Switch Toolbar option is on Power production check is disabled, when Kerbalism is present - will be fixed later Support for tricycles Average rover speed is lowered, when required power is greater then generated power. Speed penalty is applied after all other penalties. If speed penalty is greater then 50%, then rover will be inoperable. BonVoyage window is closed, when picking target on map
  3. You can't disable EC check. I will be doing EC checks revision and lowering max speed is possible. Be advised, that there is also speed penalty for unmanned rovers and for driving during night.
  4. You can "fix" it for now with one small solar panel EC checks (solar and other power) need some love and they will get it, but there are changes I must do beforehand.
  5. Good helpers are PAL parts from USI Konstruction. For example, PAL Magnet adds 10 tons to nearby Kerbal when manipulating parts. Build some rover with two PAL magnets and you can lift 21 tons with one Kerbal. I ship tubes and other parts attached to the core of a base in the most aerodynamic way I can achieve, than remove them on site with KAS and attach them again in the propper place. It needs some planning beforehand, but then it's easy. Keep in mind, that tubes has more attachment nodes. Press R to cycle them and save and reload after attaching a tube. The free space between a part and a tube will be filled with propper ending cap when game is reloaded. Use B and N keys when placing part on the ground with KAS. You can change hight over the terrain and clear parts from clipping into the ground. Inflatable parts doesn't have seats before inflating, so KIS can't add their module for storing EVA items to them. Use external containers before entering or do not enter inflatable parts.
  6. And I have that quick and dirty fix right here
  7. The problem with Kerbalism is, that it's zeroing charge rate value of solar panels and doing different EC production computations then stock system. I don't know right now, if and when this can be solved. Disabling the EC check for Kerbalism users only is possible option.
  8. @aluc24 Kerbalism changes how EC production is handled, which breaks the BV checks. BV is incompatible with Kerbalism at the moment.
  9. @DStaal Could you replicate it with stock, BV, KIS and KAS and provide a save? I can't replicate it.
  10. RealGecko is off since April 30. It's his mod, but I see what I can do unofficially. Probably next week, because I'm off for this weekend.
  11. Do you mean this? It's few posts up from yours and hidden in the spoiler tag.
  12. That's another option. I think, it's the matter of personal preference, how you build and fly your crafts
  13. Click on Force Roll in the Ascent Guidance window and set both values to 90 to not rotate at all.
  14. I leave it here. First steps to learn mechanics of MKS in my carrer game before deploying Duna base. Base complex is on the border between Mun's highlands and midlands, because in those two biomes are present all needed resources. All bases was dropped partly assembled (tubes with drills attached etc.) and then finished with the help of KAS and PAL rover (the small yellow one) to increase Kerbal's weight limit. The first one was Karibou rover, to scout Mun, mark suitable flat locations and then serve as qualified rover for local logistics. Then was dropped the smallest base with PAL rovers and after that the two other bases. The far one is mining only, with skeleton crew. The nearest one has Duna Ag. module to grow food from Substrate and Workshop. There were minor hiccups during the way, but it's part of the learning process As @RoverDude says: "Start small, grow big."
  15. Try this to filter by mod name, thus hiding all parts from other mods:
  16. Did you tried to press System check or Poehali button?
  17. @dboi88 Looking at Kottabos' video, I noticed, that numbers (01, 02 etc.) on the small cargo bay has different heigh: https://youtu.be/hBwFFm9j_64?t=12m17s
  18. You're right. USI defines Kerbin year as 425 days. I noticed it, when I was making my own life support planner sheet, but I wasn't sure, which value is the right one.
  19. @Galileo BTW I like your new flare. I just tuned down it's diameter to 0.4 (%flareSettings = 0.5,1,0.4) and now I'm content with it. I was using the yellow number four flare from your flare pack before.
  20. You would have only 200 units in PL, because only half from a storage is pushed into the PL. If I'm understand it correctly
  21. Probably this issue? https://github.com/BobPalmer/USI-LS/issues/232
  22. Find flareSettings and spikesSettings in the config of the old flare and edit these values in SVE_Settings.cfg under the GameData\StockVisualEnhancements
  23. I'm not author of this mod. I have copy of the code, because I wanted to add MKS Power Pack as a power source (RealGecko has there USI reactors only). That change is of course possible, but I will not post link to the dll here without permission I'm considering to maintain this mod, because there are few things which can be improved, if @RealGecko don't have time to do this, but it's on him to decide.
  24. Yeah. Closest approach to target isn't there. If you mean distance to a target, that changes units when you are close enough, if I'm not mistaken.
  25. @DeltaDizzy @Loren Pechtel @DStaal I had finally time to check code. At least four operable wheels must be touching ground, at least two wheels must be active and a situation must be LANDED.
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