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Horstan

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Everything posted by Horstan

  1. Hey @linuxgurugamer, so sorry for the confusion on my part. Regarding the supposed EEX problem, I was actually wrong three times: Firstly, that I was referring to Filter Extensions and not EEX, secondly, that I assumed that the "hide unpuchased parts" functions within Filter Extensions would also work with the original light blue filters and not just the light green ones added by Filter Extensions, and thirdly, that there was any compatibility problem between Filter Extensions and JC in the first place (now that I know what to look for, I did some test installations and everything seem to work as it should). Regardless of the confusion over this aspect, I still think that JC would benefit from being able to set the "hide unpurchased" feature to always on. Whilst JC is great in that, unlike Filter Extensions, it can actually modify the contents of the standard part filters, I usually use the "hide unpurchased" feature, especially when I am running a part-heavy installation. My problem is that the function is automatically turned off as soon as I leave the VAB/SPH. If it were possible to set the "Hide unpurchased" function to always be on, there would be a much better distinction between the R&D building, where you would not only go to research parts, but also to purchase them (if you disable the "No entry purchase required on research" option at the beginning of a campaign), and the VAB and SPH, where you can only see the parts that are actually available for your space program, without all the parts you don't need (for now). I hope that clarifies things. Nevertheless, I am very grateful to you for taking the time to listen to these ideas for incremental improvement
  2. Hey there, even though I love RP-1, especially since the Programms and Launch Complexes Update, I was wondering if there are any plans to seperate the Programms Part into its own mod that could work with the stock system. While our real life solar system arguably is pretty great, somtimes I prefer a playthrough in a more "lore friendly" environment (like with JNSQ) to dont have to think about the mystery how kerbals got to be the earth´s leading spacefaring civilisation. Especially with mods like Kerbal Construction Time and Bureaucracy I see a lot of potential with programms in the more stock oriented parts of the community since the stock contract system really has its shortcomings. Just to throw the idea out there
  3. Hi there, first of all thanks for the great mod! I was wondering if there is a way to keep the option to hide unpurchased parts aktive by default. I think it would be a great compensation for the problem that JC overrides the feature within editor extensions redux Cheers!
  4. hey, first of all big thanks for the update. I love that despite of KSP 2 being around the door soon (hopefully) there is still work put into this. Nonetheless I wanted to inform you about a few bugs/probelms I managed to find with the new version (mostly comms related). First of all, I tried using it with Remote Tech and it still doesnt seem to integrate properly. For me this meant that while connection generally worked, it broke as soon as I started a Science Instrument. In addition to this, the remaining time for the experiment was showd as "ND". That Porblem was solved as soon as I removed Remote Tech from my install. The second problem I found was with the background loading of vessels and with their connections to the KSC. It seems that they arent able to connect to the network while in the KSC View. This changes while being in the tracking station, but even there it isnt working realiably (sometimes you have to select the vehicle so that their connections are calculated. I would love to know if anybode else runs into these problems as I am of course running a brand new (newly installed two days ago) but heavly modded install. EDIT: For a short time I thought the second problem was solved by removing Antenna Helper (a mod which visualises the range of communication devices) but this turned out to be not the root of the problem as the connection still doesnt seem to work in the KSC screen
  5. Hey guys, I am curently running a JNSQ install with a bunch of mods increasing the realism (real SRBs, Life Support, mandatory RCS,...) and I am having problems with the compatibility of Engine Ignitor and Mechjeb. I activated the ullage simulation from Engine Ignitor so that the fuel has to settle down in before starting an engine. When using the mechjeb autopilot this sadly isn´t handled automatically. Thefeore I tried to search for a solution and many posts refering to RO and RP1 suggested, that there would be an option to activate "RCS to ullage" in the mods settings menue. After trying some things I did find possibility to include the option via the custom window designer as part of a custom window, but activating it in that way doesn´t do anything to the autopilot process. I would be glad if anybody has run into the same problem and has an anwser to solve it cheers
  6. So just in theory, what would actually be necessary to make RnD compatible with Interstellar Part Switch, TweakScale, etc.? As 1.13 is the last version, i kind of think it could be worth giving it a shot. Or will it pretty much be sisyphean work as it involves changes for every part?
  7. Hey guys, I am running in a bit of a problem with my current KSP install and MechJeb. I am currently playing a JNSQ sort-of relaistic install with the ullage function of the engine ignitor mod enabled. As I understand, MechJeb is able to handle ullage simulation in the RO version. Though sarbian posted on Jan 10 2018 that the "Use RCS to ullage" utility is also part of the "main mod", there is no "Use RCS to ullage" option in my utilities menu. Is there anything I am missing or is it just impossible to activate it in stock/non RO KSP?
  8. Is the propellent on the Kane Service Module ment to be only LF (no Oxidizer). Maybe a bug Edit: I fixed it. It seems that their is a incompatibility with the "Mk2 Extended KSPI Integration" Mod. When installed all Service Modules (just them) lose their Oxidizer.
  9. If I want to download this mod, I only get a blanc window and no download starts. Is the link broken?
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