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Geonovast

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Everything posted by Geonovast

  1. Andre Braugher, 61. https://www.nbcnews.com/news/obituaries/andre-braugher-actor-brooklyn-nine-nine-homicide-dead-rcna129429 RIP, Captain Holt.
  2. This is an unintentional side effect to something else, and will be fixed shortly. Please do not make other forum members' experience using the forum unpleasant by making your signature take up multiple pages.
  3. What did SN8, SN9, SN10, SN11, and SN15 use for their landing attempts, then?
  4. The Communotron 16 is a direct antenna. Direct antennas will only talk to ground stations or relay antennas, they cannot talk to each other. If you're trying to make a comm network, you need to use relay antennas.
  5. I think the general consensus for something like this is to play career, but use the F12 menu to cheat yourself cash and the facility upgrades. Ignore the contracts.
  6. Nope. TUBM has seen a rocket launch in person.
  7. Most of the Apollo-alike parts come from the Making History DLC and are not included with the base game. Do you own the Making History expansion?
  8. It's always something. 1.0.1 Fixed version file. 1.0.2 Actually fixed the version file this time (had wrong mod name)
  9. Did you install the just-released MoarActionables? Did you ask yourself "How do I stack this thing in-line instead having it slung on the side?". Well, here you go. This mod adds two (0.625m and 1.25m) inline stackable parts that have the MoarActionables functionality. These operate just like the surface attach part from MoarActionables, allowing you to set SAS mode via action group. Highly suggest installing IndicatorLights, as a light ring around the part will indicate SAS mode. There's also a special surprise for KER users. Requires: MoarActionables Recommended: IndicatorLights License: CC BY-NC-SA On CKAN! Download: Spacedock Secondary (please use Spacedock if able)
  10. Update to 0.8 0.8 -Added version file -Fixed spacing issues with light attachRules -Added new node for shielded docking port -Added node for sas controller (MoarActionables)
  11. "No vans were harmed in the making of this video"
  12. Oh man, I am so happy. So glad I got up early for this. I haven't laughed at a launch since Astra's Space-Y launch.
  13. Most of your mods are still in compressed zip folders, You need to extract them and put the extracted contents in the right spot in your GameData, Most mods will extract to a GameData folder to help you with proper placement.
  14. I thought they couldn't do anything that required closing the beach on the weekends? Or is that just during summer?
  15. PiHole doesn't help in this regard. It's not even quite that bad. If you clear your cookies and site data for youtube, it should stop it too. All I had to do was re-log in. Did that a couple weeks ago now and I haven't had problems since. *edit: I will note that I am using Firefox, and not the browser made by the ad-serving conglomerate that owns YouTube. I temporarily blocked *.x.com and *.twitter.com on my pihole and the stream on spacex.com still worked. (I was worried since it has embedded links to watch... there.) So hopefully that won't be an issue. Although I am still hoping for a YT stream.
  16. Is it possible they'll still stream to YouTube for this, though? The SpaceX YT channel did upload two videos a couple days ago. The first successful Falcon 1 flight... and "Preparing for Second Flight test" featuring Starship. As much as I hate them going exclusively Twitter (No, I am Not), I get why they did. But why hype up on YT if you're not going to feature there?
  17. Go into your save's folder, there's another folder called Backup. There will be five backups in there. Take the newest one, and paste it up one level so it's in the save's main folder alongside your other saves, such as persistent.sfs. You can then load the backup in-game like you would a quicksave.
  18. Yeah, it does something very similar. You can see it from the interstage cam after stage separation on most if not all of the FH launch streams. It's just the Steam FPS counter.
  19. Is it possible to set the default mode in a part config? I'm adding the TacSelfDestruct module to a part I'm making, but would like it to default to 0 seconds and "Detonate Parent". The former was easy enough by looking at the provided part configs, but couldn't see a way to set the latter. I tried stagingMode = DetonateParent for giggles, but unsurprisingly it didn't work. Edit: Nevermind! I figured it out. Looked through the source again and tried: stagingMode = 1 Which worked.
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