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Geonovast

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Everything posted by Geonovast

  1. As far as I know, it should work. Personally I would just back up the save, and give it the ole' college try.
  2. Why not bolt it to the ground with launch clamps and put counter weights on the ride? I bet if you secured it and balanced it well enough it would go plenty fast...
  3. This might interest you as well. Not exactly a construction mod, but I think it would help colonization.
  4. How is it proving SpaceX wrong? They recovered the fairing from the second Falcon Heavy Launch and are going to re-use it. You can't recover stock fairings. They're not real parts once deployed.
  5. Normal docking ports should not spin the vehicle when docking. They don't care about orientation. Are you using the Konstruction! docking ports with the rotation snap on? Some screenshots, or better yet, a screen capture of what you're dealing with would be very helpful. If normal docking ports are spinning your vehicles, then there's a clipping/collider problem (which are basically invisible) or some other bug going on.
  6. I've somehow yet to set up the back mouse button for screenshots in my 1.7.0 install, so despite mashing the button instinctively, I don't have any screenshots. But last night I most-accidentally managed to land a Falcon 9 clone back on the launch pad. Sort of. Everything was lined up, but apparently touching down at roughly 5 m/s was too much, so the pad, and consequently, the rocket, exploded. I guess it's time to turn on indestructible facilities.
  7. I did some playing around with it, but no luck. There's even a quote in that thread about it being unlikely to work since the engine plates use a different module for nodes. So probably no dice on that, unfortunately.
  8. Well, the Mastodons are what it was "meant" to work with, for the purpose of Saturn V replica building, as these parts are from Making History. Obviously you can use whatever engine you want. Personally I wouldn't use Mainsails for the ugly clipping and possible drag problems. BTW Mainsails may be about 11% more powerful than the Mastodon, but it's also 20% heavier.
  9. These are satellites for internet, right? Can't they run Windows update in orbit?
  10. Make sure your Kerbal's inventory is open. Hold 'G' Left click on the part, and hold the button down. Drag it over to a spot in the Kerbal's inventory, and release the button.
  11. Wait, so the window's at the same time of day? Why was I thinking it was a few hours earlier tonight? I thought they said in their brief livestream that it was opening earlier...
  12. No. Open nodes do not cause drag. If they did, the MH structural panels would be a huge middle finger. Take a look at the mod, and you'll see how easy it is to reconcile the different sizes.
  13. I also think this would be good for stock, which is why I added as part of SN. However I wouldn't hold my breath for them adding it. I think this will do exactly what you want, if you're into mods.
  14. The adapter tank is meant to be used with the Mastodon Engines on the smallest (third) variant.
  15. We're gonna get a bunch of people to Mars just in case anything ever hits Earth... ... and then the biggest asteroid in the solar system is gonna take out Mars.
  16. New Release: 0.4 NEW DEPENDENCY: B9PartSwitch Changelog: Added a few more parts Added patch for RV-105 v2 introduced in 1.7.0, which needed different numbers from the first version Integrated B9PartSwitch as a dependency. Large number of parts now have switching for multiple node options
  17. I got a text early this morning that my brother went to see the Deep Space Nine documentary at a theater in LA. As he was exiting the rest room, he ran into none other than Nana Visitor! The actress that played Kira Nerys now knows that my daughter was half-named after her (probably) most well-known character! Now he's just gotta run into Terry Farrel to finish it off.
  18. I don't use Steam, so I have nothing keeping track for me. But it has to be at least 2,000 hours.
  19. @zer0Kerbal I had to move some numbers around, the patch as you posted it did not work very well at all. Main thing I had to change was that you had the coordinate and vector numbers switched. So I had to swap values 1-3 with values 4-6. I had to move some direction values around as well, and play with signage. Then I had to remove the last underscores as it was messing with the game and the second and fourth lines were actually overwriting the first and third. Finally: @PART[mk2LanderCabin_v2] { node_stack_frntleft = -0.6, -0.2, 0.9, -1.0, 0.0, 0.0, 1 node_stack_frntright = 0.6, -0.2, 0.9, 1.0, 0.0, 0.0, 1 node_stack_rearleft = -0.6, -0.2, -0.9, -1.0, 0.0, 0.0, 1 node_stack_rearright = 0.6, -0.2, -0.9, 1.0, 0.0, 0.0, 1 } Works really well. I will include it if you like. Until I know how to lock the nodes to only one variant, I'll just include a can/rover B9 switch. As for your Station Part patch, for now I'm keeping this to stock parts. I may expand out to modifying mod parts later on. If I do, I'll consider it.
  20. Is there a way to have a patch applied only if another mod is NOT present? Say, I have a patch I want to include in a mod. Another mod already does exactly what I want, so I only want to apply mine if the other mod is not installed.
  21. Did you have anything specific in mind? I think it's best to keep rotating parts to specific parts, like the docking ports. Rotating random nodes with no apparent mechanism for their rotation seems odd. I'm thinking that the stuff that will get switches will mostly have them off by default. I'm not switching everything, just the stuff that are getting a lot of nodes. Especially the Mk3 cargo bays. They have so many now that it can actually be a pain to put stuff in/on them. Small stuff like the batteries, science experiments, solar panels, etc aren't even getting switches; there's no point. Let me know! I was going to leave that one alone since I wasn't sure how to deal with the stock model switching for it. But if you get something working, I'll gladly include it.
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