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Rjoande

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  1. Hi there. I'm trying this mod right now, as a more immersive alternative to Kerbal Launch Failures. Anyway I understand that DangIt is more of a "ageing parts" mod, while Kerbal Launch Failures is more "sh*t happens" type. Am I correct? Anyone here ever experienced a failure during countodown/launch?
  2. Ops, missed the last version of Kopernicus. Updated just now, and now EC shows correctly! Thank you
  3. Wait, so why it also affects (Re)stock solar panels? Also, I don't remember installing such feature (Weather Dependent Solar Panel), maybe is this part of another mod?
  4. I have player.log file, hope it's correct. Didn't find a DebugMode line, but tried to set to "true" all the debug lines at the very top of the cfg file. Here is the log and two screenshots of a complex vessel and a simple one (the issue persists): https://www.dropbox.com/scl/fo/tm2h2tpxk3mlnasllgczu/AGMfz37dwfUaIOy_IkxRc1E?rlkey=r5whnbx7337x48aotkoddnwr1&st=z6t4dh5v&dl=0 Thanks ahead for the help.
  5. Hi @Nertea I'm encountering an issue with the Manager in the VAB. It shows correctly the energy consumption, but gives 0 ec/s for any power sources, no matter if solar, RTG etc. (although they are correctly listed in the UI). Is there a known possibile reason for this? Otherwise I can provide log and screenshot later today
  6. Hello everybody, pretty new to the forum even if I've followed it since I started play KSP, more than a year ago. In the last weeks I was wondering if there are any mods outhere to let my kerbal take in and off their helmets in IVA. I know that probably Textures Replacer Replaced to this already, but it's not compatible with my modset. Other projects I've seen around may not work with the 1.12.x version of the game. So I'm trying to figure out how to make a dedicated mod myself. There is a value in the .cfg files of the crewed parts that can be edited to allow Kerbals to wear helmet in IVA. My idea is to create a patch to allow changing this value in-flight. I can handle Module Manager quite well, but still on my first steps of understanding how to use B9 Part Switch. This is the basic idea. I'd appreciate a feedback on that and any advice! Future developments may also include auto switch for given situations (eg wearing helmet in suborbital situation), and/or allowing also suit switching in flight.
  7. Love the idea of this mod, but I've encountered a minor issue: in Career Mode, many contracts point to the Lagrange points since the game actually considers them to be planets (also "storyline" contracts, i.e., from Kerbin World-Firsts Record-Keeping Society), and even new strategies from the mod Strategia appear focused on the points. While orbital survey contracts are somewhat realistic (we actually do that IRL, like JWST or Euclid), things become a little weird when it is asked to land on a Lagrange point. I guess future updates could consider a way to disable the L-points from contracts
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