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Posts posted by aviatorEngineer
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Just now, Rohaq said:
Just out of interest, is there any way that the "compressibility" of Konstruction docking ports could be extended to standard docking ports via ModuleManager patches or similar? I had a few stations already constructed before installing Konstruction - mainly because I'd forgotten about the mod, I hadn't played in about a year - it'd be nice to reduce their part count and make them a little sturdier without hacking their parts manually and potentially screwing everything up.
Apologies if this has been asked before!
What about sending an engineer up with konstruction ports using KIS and KAS to manually swap em out? Seems less risky.
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11 minutes ago, mcortez said:
I missed today's stream, but I skimmed the recording and I'm really looking forward to the Kerbal Juicer.
I find myself wondering exactly what is the function of a Kerbal Juicer... aside from the obvious, that is. Gonna be real exciting to see that stuff eventually.
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On 11/7/2017 at 10:26 PM, NermNermNerm said:
I gave the Ducted Fan engines a try today (e.g. "Large Ducted Fan Engine", "Honeybadger VTOL Atomospheric Engine") and was surprised to find that they don't work on Duna. They work on Kerban and Laythe, but not on Duna. Given the opening video for this thread, that's surprising and probably not right. I just want to make sure I'm not doing it wrong.
The craft consists of a Honeybadger command pod, Honeybadger nuclear reactor, and the engines. The engine shows "Thrust: 0.0 kN / Specific Impulse: 150.0m/s / Status: Flame-Out! / Cause: Air combustion failed". "IntakeAtm reads 4.5".
It's not a faulty craft; like I said, if I haul the same thing onto Laythe, the engines fire right up.
Consider the following; do those engines burn fuel and require air intakes? Cause there's no oxygen in the atmosphere on Duna, but there is on Laythe and Kerbin. Duna's atmo is mostly CO2. Air-breathing engines won't work. If they're electrically driven, that's another issue.
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6 minutes ago, Gilph said:
Depends, of course. Later in the game, when you make a large, unbalanced, unwieldy thing that you wish to both launch and land at your base, being able to box it into a nice square form factor is very useful for transport. Just "unpack" it at your destination, and it's fine. And, since I overproduce everything, it's nice to have use of those 2 million MK that I just made and don't really have much to use it on anymore.
Agreed, some vessels and vehicles simply do not transport well. Larger rovers and mining vehicles especially - much simpler to send a DIY kit and go from there.
One thing I've never tried, for some reason... can a DIY kit build a vessel with a DIY kit on it?
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For starters, I'm gonna say I'm running KSP version 1.3.1, Konstruction version 0.3.0.0. Having some trouble with the PAL parts and construction docking ports - namely, I can't normally find them in the SPH or VAB, cause the "construction" category's gone missing. If I use the advanced mode and filter by resource, I can find the PAL Counterweight listed under the "rock" resource, and several other parts listed under "electric charge" but I can't find any of the parts in the simple mode menu. So clearly the parts are still installed, but for whatever reason the category's stopped appearing.The Akita rover and its relevant parts are under the Rovers tab, which also has all the parts for the Lynx and Malemute. This has got me thinking there's some conflict between those mods. Upon restarting the game just now it was brought to my attention that a new version of USI tools is available - currently in the process of backing up my GameData folder so I can try updating that to see if it works.Anyone else have issues like that, with missing categories in the editor? Fingers crossed it's just the USI tools update that'll fix it.
Edit: Updating USI Tools fixed it. Hope this helps anyone who has had a similar issue. -
2 hours ago, voicey99 said:
Read back just one page to find your answer.
Ah, neat. Thanks. Might just make the switch to USI's life support anyway, definitely gonna try it out.
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Hypothetically speaking, would this work at all with TAC-LS? Already been using that for a while so I'm not too sure I'd be able to easily swap it out for USI's life support system.
[1.10.x] Grounded - Modular Vehicles R5.0 (Mining Modules, Rotor Emergency Light) (Jun 5 2019)
in KSP1 Mod Releases
Posted
Loving this mod, been using it for ages. A suggestion, if I may? I cargo bay shaped like the science jr (with flags on the sides and all) would be a very welcome addition. Basically just the science jr but without anything inside it. Kind of a step up in size from the hatchback, in a manner of speaking.