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Ivy

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  1. Am I jumping to conclusions here or is this Wal from OPM? It has the distinctive pinched shape, looks like it's orbiting a parent body, and has a moon of its own. Very cool!
  2. Is there a setting to disable the in-game notification for stage alerts? It doesn't pop up, but it does spam up the notification log pretty severely. The toolbar button already has all the stage recovery information for the flight, which is enough for me personally.
  3. I take it there's still no way to make loops happen in construction? I have the one tiny KerboPower nuclear reactor on a Duna base and am contemplating installing this alongside FFT, but I worry that reactor will lose its ability to get cooled. e: Looks like the loop select GUI lets you assign items to loops on the fly in any vessel. This is pretty swell.
  4. Gotta love that you can transfer crew through a claw but not fuel...
  5. Lmao, this happened to me too. I will install rescue pod validator going forward, and I suppose I'll have to cope with cheating to resolve this minor inconvenience...
  6. I had to delete the part config and model references as with some other less broken parts. Looks like the light module isn't properly defined for 'em.
  7. I saw your avatar and title and I near burst out laughing. Wow.

  8. Try what I did here; removing only the .mu files probably wouldn't work. As for the particular part name in configs, the wiki is actually pretty good for that: https://wiki.kerbalspaceprogram.com/wiki/Parts/FuelTank/fuelTankJumbo-64/fuelTankJumbo-64.cfg
  9. Before you go blowing your mind, know that it technically doesn't support 1.3 so if you have any issues you're out of luck. But yeah, I haven't noticed any problems.
  10. When I saw a Poodmund post in this thread in my notifications, I jumped for joy. Fantastic! And yeah, as Astronomer's Visual Pack is gaining momentum, maybe that would be a good standard to work towards.
  11. The biggest memory hogs are Outer planets (completely irrelevant) and the visual mods, which could all be omitted for better performance. Thank you anyways!
  12. What I did in my brief stunt to update this mod was just blindly follow Galileo's SVE config layout, but I ended up somehow overwriting Laythe's atmosphere config with that of Tekto, leaving Tekto as a blank black sphere. Every other atmosphere actually worked fine and looked as intended (Thatmo in particular is beautiful). It was pretty gnarly. Someone with actual knowledge of the code could hopefully update this real easily...
  13. You can install the mod without breaking things, but it won't function at all. There's some updated syntax that at first glance is incredibly easy to bring to par but I haven't figured it out myself.
  14. Excuse the "necro-quote", but do you still have this on hand? I'm interested in making some sort of ion-space plane as well. Namely with Argon since I don't have the magnetoplasmadynamic engines yet. Edit: Adding modular tanks certainly enables easy Xenon usage but Argon or Lithium would require modification.
  15. It's a miracle that this is the only major bug I have with this setup. @Pthigrivi If you make the LV-Ns use liquid fuel, the existing ones should continue to function just fine with no losses. The boiloff is only a thing with the new Hydrogen fuel, which by default only exists in the wire frame cryo tanks.
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