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VoidSquid

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Everything posted by VoidSquid

  1. Thanks for still maintaining this, it's amazing what you can do with those small parts (e.g. my little Gilly science lander probe). Btw, as the SASupgradeChip is broken (I did ask you some months ago), in my setup, I changed the Upgrade SASServiceLevel in microSat.cfg to 2, maybe you like to include this in a future releases, just a suggestion.
  2. Career, tech tree is complete. And I do find the parts using the search function, used them several times already. I might be too blind though, can't find them in any of the categories (save for the Squad category ofc, for the fuel line and the grabbing units, but that's neither the point nor helpful, is it?).
  3. Confirmed bug https://bugs.kerbalspaceprogram.com/issues/26872 Workaround here: https://github.com/jrbudda/KerbalEngineer/issues/66#issuecomment-748417769
  4. Thanks, I'll make a little list, will take a moment while. And as I said, it's low priority anyway. What I love about this mod and why it is so important to me are the subcategories, take fuel tanks or engines as example. Helps immensely finding quickly just what I need. I'll edit this post as I find time, for starters: Squad\Parts\CompoundParts\FuelLine\fuelLine.cfg - not to be found anywhere Squad\Parts\Utility\GrapplingDevice\part.cfg- not to be found anywhere Squad\Parts\Utility\smallClaw\smallClaw.cfg- not to be found anywhere All of the Smart Parts from your mod, SmartParts\Parts - not to be found anywhere
  5. If it is an unmodded install, try verifying the files via the respective Steam function.
  6. The joy of Windows' UAC... If you know what you're doing: disable UAC as well as the setting "Run all administrators in Admin Approval Mode" and reboot your PC. For details see here: https://docs.microsoft.com/en-us/windows/security/identity-protection/user-account-control/user-account-control-group-policy-and-registry-key-settings
  7. That's just plain text files, no compilation required. I wouldn't call that true coding, more scripting. But that fuel line for example, the category in the respective part.cfg reads FuelTank, nevertheless it is not listed at all by the FilterExtensions. How to solve that?
  8. That would be for example (if I'm not too blind it is): fuelLine - not listed at all GrapplingDevice and smallClaw - not listed at all The new personal chute and jetpack as of 1.11 - not listed at all All pods are listed in various categories, not only under pods (maybe because, since 1.11, they have cargo capacity). Service bays are listed under Aero Parts All SmartParts Triggers from your mod. And a couple more. Is there a way that I could assign any given part to one and only one specific category? Or create new categories myself? This way I could do it myself instead of bothering you and wasting your time. Nothing urgent at all, and thanks in advance for looking into this.
  9. Maybe it's only me, but since KSP 1.11, when auto strutting, the orange strut indicator lines aren't shown anymore, nor do they appear when I select "Show Autostruts". Checked again, in 1.10 the lines are present.
  10. The usual candidates here: Editor_toggleSymMode { primary = None secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_toggleAngleSnap { primary = None secondary = None group = 0 modeMask = -1 modeMaskSec = -1 As Hans said:
  11. Key is to know, what you're doing, that's all the magic involved here.
  12. I have to assume this is another idiom as I don't know any Spanish.
  13. Sorry, I'm still lost here. Please, can we just drop it, I don't enjoy feeling like an idiot.
  14. And this the very point that I as a non-native English speaker am totally lost, I don't have the slightest idea what you're talking about. Literally. Oh well, the <insert deity of your choice> that be.
  15. Does your settings.cfg look correct? Which key bindings in particular? What keyboard layout do you have? Did you select the proper keyboard layout in the settings menu?
  16. That's an awful high number, you're sure it's correct? I remember Moho, which is well known to require a crazy dv number to break speed, I needed to break some 3300 to reach a reasonable Moho orbit. But Eve, almost 6000 m/s? The problem with such such aero breaking maneuvers: set the Pe too high, and it won't even make Orbit but keep the hyperbolic trajectory. Set the Pe too low, and you'll land or burn up. Requires a lot of try and error. Yeah, that's way not enough, no doubt. Hmm... I'd think that only leaves a rescue mission with a rendezvous orbiting the sun. I have strong doubts that any other options are viable, unfortunately. Maybe other fellow Kerbonauts are more clever and have better ideas?
  17. Going into Eve orbit first starts with a fly-by trajectory, i.e. that fly-by check should be fine when you're going into Eve orbit.
  18. 2000 m/s in one pass, no. Remember, LKO means 2300 m/s, that's not much more. If you can't reach even an elliptical Kerbin orbit, what about sending a rescue mission to Eve instead?
  19. Please don't take this for a definite answer, but as per my understanding, earlier we had a max res of 256x160 (which still works for me), at some point double of that became the default. For my custom flag, I took a larger image, cropped it to 512x256, and saved it as PNG.
  20. Dear moderators, just a short "thank you" for maintaining a polite, helpful and respectful atmosphere here in the forums for all the years, keeping it a welcoming, friendly place.
  21. Having lost my best buddy and trusted friend two weeks ago, she was only 30.
  22. Another question @linuxgurugamer, if I may, please: Using FE, there are still some parts (e.g. the fuel line) that are not listed in any category, i.e. have to be found by the search function, or via the stock sorting. Any suggestions for a workaround?
  23. Understood, thanks for that! Well, I have a different opinion here. At any rate: thanks for still maintaining this almost anachronistic part, for old me it's still not only important but one of the most "kerbalish" parts.
  24. Umh... just for my understanding, if I update this mod, the pod in the part list would now have a diameter of 1.875 m instead of 1.25 m, right? As per my understanding, the crucial property of this mod was to have an 1.25 m pod for two Kerbals, doesn't this change invalidate the basic idea here?
  25. I wouldn't go directly into Kerbin's atmo at that speed, I usually first go into an orbit of say 250x250 km, only then go for landing with the usual Pe of about 30 km. You make it maybe into a very elliptic Kerbin orbit and send kind of a rescue / refuel rocket? Or make an elliptic orbit with the Pe just below 70km and do multiple aero breaking orbits.
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