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Clamp-o-Tron

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Everything posted by Clamp-o-Tron

  1. @maja I have a problem. Whenever I try to send a rover to a ship selected as target, the rover will spawn in clipped inside the target, causing RUD. Could the next version maybe drop those craft 5m away from target? It might be a problem with my craft design, but it should be an easy fix.
  2. Oh yes, sorry, I confused the mobile launch platform with the actual pad.
  3. How will the erector work if the pad is just a KK static?
  4. I might take a go at it, but setting up RSS takes a while. To clarify, are solar-powered props allowed?
  5. Yeah it does when you have to avoid other people in narrow aisles “like the plague” when half of them aren’t even wearing simple protective equipment. Nice work on the platform! Is the access arm the difference?
  6. @matiasb Restock/+ has been updated to 1.10.1, so you won’t have to go about downgrading! With that in mind, you should backup before you update. If you’re on steam, I would just copy/paste the entire game folder to another place on your computer.
  7. It's a bit odd that screenshots take ~30 seconds to load, right? Maybe try imgur instead of imgbb?
  8. I would think it would just be .cfg files, but I could be wrong.
  9. @JadeOfMaar I noticed it with airplane plus-- some of those cockpits have liquid fuel storage that must have been picked up.
  10. @JadeOfMaar I might consider removing water tankswitches from crewed parts. I killed a crew on the dark side of the mun when they ran out of tacls water. This was because the presence of a water tankswitch in the command pod meant all the water there by default would also be removed when not using that setting. Not a huge problem or a bad kraken, just thought I'd alert you .
  11. Unfortunately, KSP doesn't allow mods to add new SAS modes to the navball interface, at least in the panel where the stock SAS modes show up. (I'm pretty sure? Correct me if I'm wrong and there's a way to do it). The best alternative is Throttle Controlled Avionics by @allista. That only covers some stuff, so there's no way for now to get other directions, like pointing for max solar panel efficiency.
  12. Incredible work on the strongback! How, though, did you tow the craft up that slope? I don't think kas winches will do it! You mentioned a gantry for crew access into the midbay. Could that be used for cargo loading too? Again, fantastic work on this whole thing!
  13. Great to see that this is seeing new patches still! Since @Beetlecat is doing bdb, I'll do tantares, knes, luciole, cre, mj, cnar, x-20 -- basically everything I have installed. It sounds like a lot, but it's just an afternoon.
  14. Oh I meant exospheric harvesting... just mining it out of the ground would make no sense.
  15. @Nertea could you make the cost configurable in the game settings? I'd like to be able to make it cost funds, or require ISRU to get it at all.
  16. The patch could be broken. I’ll take a look. (I uninstalled it because solar panels are kind of broken with kopernicus at the moment, and I’m working on a plugin to the the same thing but with more capabilities) No, it shouldn’t say anything in flight, you just have to see the output decrease.
  17. @katateochi also an application error on the website, 5:18 PST. Craft manager throws an api error too. EDIT at 5:24: Site's back up, yay!
  18. A. Lot. Like 210. I can give a better list, but it's basically: Jnsq, GPP secondary, gep, extrasolar, gu, and owr (all rescaled to match jnsq) mechjeb, ker, lots of other qol stuff EVE, restock a bunch of restockalike parts like knes and bdb everything nertea some not-restockalike parts like stockish orion unkerballed start, kct, bureacracy, oh scrap, reserch bodies contract configurator and basically every contract pack modified with some of my own code kerbal health, tacls mks, rational resources, kis/kas And that's only what I can remember away from my gamedata . It's like 15 gb in total!
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