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infinite_monkey

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Everything posted by infinite_monkey

  1. It is. It happens in the middle of typing a command, which makes it so annoying. The c issue seems to be new, might have to do with probe control room.
  2. I have an annoying issue, not sure if it can be solved: some keyboard entries are not catched by the kOS terminal and toggle other screens. Most notably, since I just installed probe control coom, "c" switches camera to the control room. Or (on German Keyboard it's Alt Gr + 0) "}" toggles EVE settings. Is there a way to get around this?
  3. Weird, must have been a temporary issue - works fine for me. Anyway, there's no compiled KIS.dll in the reposirory (but source code etc. you don't need), so of course it can't work.
  4. Can anyone tell me how to handle samples? I have enough slots in my capsule, and have a mystery goo container and materials bay on board. I took the data from there to the capsule like in stock, but after separation from the service-and-acience module the samples were gone.
  5. I noticed that the launch stands support fueling. I never used it before, but it made me curious. How does it work - does it just fill all tanks with anything (monopropellant, food...)? Does it cost funds or is it a way to cheat for free fuel? Would it also be possible to empty the tanks?
  6. So there's a menu where your recovered ship should go? Well, then it makes totally sense to take that into account for recovery time as well
  7. For me personally, that would be fine. I don't know how else this could be managed - you'd need different inventories for different launch sites, plus some possibilities of transportation within them. Interesting idea, but that would need a completely new mod...
  8. So how was the "twice the rollout time on the other side of Kerbin" thing done?
  9. So linear from 1 to 2 times rollout time? Problem is, what you recover is usually just the command capsule plus some minor stuff, so rollout time for that vessel wouldn't be very long. I'd consider rollout time the minimum, plus some additional time if there's crew aboard (say 30 minutes), plus a time that varies with distance. "Helicopter speed" (about 200 km/h) would be a maximum, as helicopters have a limited range, so "ship speed" would be more realistic for longer distances (more than 50 km or so). I'd assume several days (see Falcon 9 booster recovery, Apollo...)
  10. No, not a response, just something I noticed, sorry for the confusion. Recovery time = time for recovering a vessel ;-) Thanks for the hint @Beetlecat. I checked the settings and the wiki, but found nothing about vessel recovery time.
  11. I set my minimum vacation days to 1 and wondered why Val will be available again in less than 6 hours, where it should be 12 hours in JNSQ. Apparently, day length is fixed to 6 hours instead of the real day length.
  12. I just realized that the recovery time seems rather unrealistic. It was about 30 minutes, while launchpad is still reconditioning for another day. I think it should be a minimum time of about an hour, plus some time depending on mass and distance. Assuming realistic masses of reentering vessels, it should be done in "helicopter speed" or slower. Exception: vehicles on the launch pad, then it should just be the same as rollback time.
  13. This! And an option to have this as a flat map, like in SCANsat. So it looks like a real mission control room
  14. It's from the Field Research contract pack. Another question: how does SCANsat science work? I can see different completeness bars in R&D archives for Kerbin, Mun and Minmus, but all of them are completely scanned.
  15. My launchpads keep closing, have to reopen them in VAB all the time (for 0 funds). What am I doing wrong?
  16. Does Kerbalism disable surface samples from oceans? It keeps telling me "invalid situation". I can't fulfill a contract
  17. It'll be hard for prograde to be EXACTLY (90, 87), but heading shouldn't matter that much for 87 degrees, so I'd suggest this: wait until vang(ship:up:vector, ship:velocity:surface) > 3. lock steering to heading(90, 90 - vang(ship:up:vector, ship:velocity:surface) - 3).
  18. Wow, that update was fast I did some further tests. It happens with the Onion command module (from Making History), but not with the Mk1. Maybe it has nothing to do with ShipEffects and comes from Stock? I don't think it'll be of much help, but here is a logfile. Launch happens near the end with the SoundFXTest vehicle.
  19. There must be something wrong with your CKAN. I installed Kerbalism 3.7 via CKAN two days ago...
  20. Notepad++ DOES have a filetype mask in the "search in files" tab.
  21. Staging sound is back I'm not quite sure, but I think it happens when launching the vessel from VAB, but not when it's reloaded.
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