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Simog

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Everything posted by Simog

  1. Yes, right. I have the mod but I had not thought about it. Thanks.
  2. Hi at all. I hope I did not have a wrong section. I'm trying to build a base but I got lost among the mods I'm trying to learn to use ( and my poor English to follow the wiki ) : -D The idea is a base for 4 kerbals and the mods I would like to use are: KPBS and/or MKS and TAC-LS ( I also have many others but these are the main ones I would use). My difficulty is with Life Support. I would like to be able to have as minimise stocks as possible and produce what is necessary in the field. I thought I'd leave them there for 1 year and then maybe change crew. Sandbox mode. Which parts would you put? in my first attempt I put: -1 Hab and 1 Lab KPBS -1 Medical Bay MKS -2 inflatable greenhouses MKS (what config?) -1 reactor kpbs (although I have not yet decided whether nuclear or solar) - various LS Tanks KPBS for 3 year of supplies ( that I would like to minimize) then I was thinking of putting 1 drill for ore and 1 for water (kpbs) and related tanks and a isru for refueling the ascent and return vehicle. Many Thanks.
  3. Round trip with landing and back from the purple planet. My first mission to Eve.
  4. Hi I think I found an issue with OKEB 75 solar panels aerodynamic. If mounted on the payload, they make the rocket totally ungovernable even over 40,000 meters. The center of lift it is placed far beyond the top of the rocket. With Panel mounted without : KSP 1.4.3 and far Log: https://1drv.ms/f/s!Apx9C9K7sjyIg0oRUwmzyml86h42
  5. Thanks for the update but I think you forgot a piece Hey that's pretty cool, I'll try to remember to put that in the next version.
  6. Try the Persistent Rotation Mod. I think it has just what you are looking for. Turn the vessel as you like and activate the rotation based on a target. The mod maintains the chosen orientation. Also in timewarp and unloaded vessel.
  7. Hi @linuxgurugamer if it can interest you, I have translated this mod in Italian. :-) Here the file: https://1drv.ms/f/s!Apx9C9K7sjyIg0oRUwmzyml86h42
  8. There are a couple of little mistakes to correct then it's perfect Line 06 You have to correct it in this way: Line 8 there is a typo an "i" instead of an "e" and missing an "o" : Line 9 in this way:
  9. I also translated KPBS in [Italian] Here the file: https://1drv.ms/f/s!Apx9C9K7sjyIg0oRUwmzyml86h42
  10. @Nertea if it can be useful, I have translated this mod in Italian. My English is limited but I think to have translated everything in the correct way :-) Here is the file: https://1drv.ms/f/s!Apx9C9K7sjyIg0oRUwmzyml86h42
  11. Since [Chinese] and [Japanese] are already using colors that are usually assigned to Italy in international sports, Green in already used by [Portuguese] I think both solutions could be fine. Perhaps the tricolor? in this case for "ali" I would use a gray a little darker.
  12. Italain Translation for the Feline Rover. My English is a bit limited, I hope I have translated everything right. However better than nothing :-D https://1drv.ms/f/s!Apx9C9K7sjyIg0oRUwmzyml86h42
  13. Hi @flart. Even if my English is bad, the few lines of your mod I managed to translate them easily. So here is the translation in Italian language: https://pastebin.com/JGj6RHGb
  14. I will definitely try. However with the workaround I found, can use it anyway: My first mission on Duna: Many Thanks for the mod :-D
  15. Thanks to both for the answers. I have tried to show the autostruts and the problem is precisely the wheels that remain attached to the heavier parts, in this case the winch. Furthermore, the autostrut is blocked and can not be changed on those wheels. Is it possible to be the Kerbal Joint Reinforcement the problem? I had no more time to try without it. However I found a workaround while I was trying, that is give the command to extend the cable and then click on Plug mode this breaks the autostruts that hook to the parts of the rover:
  16. Sorry, wrong file :-D I using the CC-R2 Which, by the way, tells me that there is nothing to unplug. In the last test I have removed the rover and the winch with the cc-r2 attached work perfectly. Maybe does not recognize the part of the rover which it is attached? It is the stock rovemate probe. Here the video: Log ( the right one :-D ): https://1drv.ms/f/s!Apx9C9K7sjyIg0oRUwmzyml86h42 Many Thanks
  17. I have a similar Problem but i built a skycrane for drop a rover. The cable is released bud the port connector, and the rover, remain in place. In the vab i have put a port connector in the rover and then the winch over it. My log file: https://1drv.ms/f/s!Apx9C9K7sjyIg0oRUwmzyml86h42 ( The crash occurred after several tests. I do not believe it is connected :-) )
  18. I have found another incompatibility with: And: The decoupler of both mods, do not hook to the parts: Log: https://1drv.ms/f/s!Apx9C9K7sjyIg0oRUwmzyml86h42
  19. Hi I have a problem with decouplers of this and the Hoyo capsule mod. When I try to hook it, the decoupler does not attach, continue to follow the mouse cursor and the node under the capsule disappears. Furthermore, if I move the capsule, the decoupler follows it. I suppose I have found some incompatibility with another mod ( I have so many, what will be :-) ), because before they worked ( Hoyo for sure). I put a video : Log: https://1drv.ms/f/s!Apx9C9K7sjyIg0oRUwmzyml86h42 EDIT: I Found the cause. Is the Decoupler Shroud mod to cause the problem. Sorry for the loss of time. However excellent mods. I can not wait to see the next one :-)
  20. Thanks for the update but I have a problem. I have two istances of KSP. In the test one CKAN work correctly (a little slow when add aviable mod update or import a ckan instal..). In the Main Installation, after opening , Appear this error: What can I do to fix it? Thank you.
  21. I'm using this, if you prefer, is also aviable in CKAN. Same parts are included il FASA and BDB.
  22. Many Thanks. These are the 4 Landing Gear names: name = KF-ALG-Large KF-ALG-Medium KF-ALG-Small KF-ALG-SmallSide
  23. Hi at all. I have a "problem" with spaceplane's landing gears. I use Deadly Reentry and these parts do not bear reentry and burn. Would it be possible to add an alternative version with a heat shield? I tried to document myself if it were possible to do it via MM patch but I did not understand anything . If it's possible, there is someone who wants to tell me how to do it. Many thanks
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