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OOZ662

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Everything posted by OOZ662

  1. At the moment, there really isn't a use for it. The inside isn't even textured yet.
  2. I use a spacetug myself, with 8 RCS blocks and 4 of the stock little orange radial engines pointing out the "back" toward the 2.5m docking port, with a 1.25m port on the nose. I've discovered, however, that the physics of the radial engines fail when docked to a part (at least on the 2.5m end; the 1.25m one doesn't see much use in hauling); they'll burn their fuel, make their noise and visually thrust all day and give absolutely zero deltaV but a squirt out of the RCS system works as expected. I have such a massive pile of mods that diagnosing the cause of this would probably be hell, but I'm curious if anyone else has experienced it.
  3. I can't speak for other mods, but Kingtiger demonstrated exactly how he calculated the capacities in the devblog twice, once in Creating US pt2 and Resource Capacities. I think there was a post either here or he devthread detailing it as well. EDIT: I forgot Part 3 has more math.
  4. It's been stated a few times that batteries probably aren't going to happen, but that an "empty" core in which you can mount things that would normally be bolted to the outside of the rocket is likely.
  5. It also handles the animations; switching the docking nodes between "passive" and "active" modes (the tabs that stick out rotate 45deg) and opening and closing the doors on the warehouse part (to reveal the big purple void inside) and the window armor on the cupola.
  6. You speak of comprehension and "staying out of it" while butting in and assuming a simple statement was somehow an argument for or against something you've apparently been discussing and I've never even seen. This forum isn't only about you. Cool off. As a side note, to me, it is about purism and realism. I personally won't be using TAC until I can pair it with Universal Storage, because to me it just makes much more sense and I love the effort that's being put into both its looks and its balancing. You may feel differently; doesn't mean you need to attack me for it.
  7. As mentioned before, Universal Storage is aiming to give us that realism-based capacity and usage scenario for those of us that want it. But, they're still waiting to see if TAC switches to Liters, apparently.
  8. I believe Universal Storage will provide that functionality. Unfortunately they're waiting to see whether TAC keeps the weird 1-day=1-unit system or switches to liters.
  9. Personally I don't see anything wrong with the visuals anyhow. Quite the contrary.
  10. All the parts are in Composites, which is near the end of the tree.
  11. Dunno about you, but a majority of the station modules in my install have 100 units of monoprop in them by default. I tend to slap two sets of four linear ports on them for station rotation.
  12. An "empty" wedge wherein you could mount things like batteries would be nice, and less space-consuming than the fully cylindrical stack ones that I can't seem to remember the name of...
  13. That's why the 1x3.75m end is smaller than the 4x2.5m one.
  14. All of the parts were renamed, so KSP will act as if you'd uninstalled the mod for existing craft. It's simple enough to fix, though; back up your save folder before loading the game up, then replace all the old names with the new ones in your craft and save files. Something like Notepad++ will help where you can open all of the files at once and tell it to replace all instances of one phrase with another across all files at once. The changes were: Karmony -> FusTekKarmony Resupply -> FusTekResupply Kirs -> FusTekKirs Kuest -> FusTekKuest Module.Adapter -> ModuleAdapter MkIII.Adapter -> MkIIIAdapter IACBM.125m -> IACBM125m IACBM.25m -> IACBM25m For the last four, the dots seem to change into underscores, so watch for that. EDIT: This is assuming you went from dev build X0.04-2 to X0.04-3. If you're converting from further back than that, I dunno what changed since X0.04-2 was the first one I'd ever used.
  15. Sorry if I've missed something obvious, but how do you install a mod that includes its own dependencies without breaking their previous installations in the non-prerelease version? For instance, I keep my Toolbar installation up to date myself, so when a mod has a Toolbar folder in it, I uncheck that folder because I want to use the version already there. Proceeding with that installation then deletes the Toolbar folder and I have to reinstall it from the ZIP.
  16. As far as the program knows there are no ZIP files for your previously installed mods; they're just folders in the GameData directory. As far as I can tell the only way to work with them is to uninstall them through the program (deleting them through Windows just unchecks their box in the program) and reinstall them with the ZIP. Note that you should put your ZIP files where you want them kept before installing, because the program pays attention to where they are and doesn't make its own copy. I haven't figured out a way to directly update a mod without uninstalling it first...
  17. I keep hitting F5, but the TAC Pack release status just never changes! Bedamned Liter conversion madness. Really though, I'm looking forward to this. Those models are beautiful.
  18. Yup, that's about as simple as I figured it'd be. I didn't think of looking at something side-on in order to place it; I was rotating the view to be looking up from underneath, and apparently it won't snap down there. Thanks for your time, regardless.
  19. I feel like there's something extremely simple I'm missing here. So simple that I apparently can't get Google or the forum search to figure out what I want. I can't get docking ports to snap to anything in the VAB. No matter what, they wander around in a "free placement" sort of style. I'm trying to build "fuel rods" to dock to a simple refueling station; essentially a probe body, two fuel tanks, an RCS tank and blocks, basic electrics, and a docking port. I want to place this on the general lifting engine stack that I've been using for all my launches thus far. In my mind, the stack would go like this: Probe Body Battery RCS Tank (radial RCS Blocks) Fuel Tank (Radial simple solar panels) Fuel Tank Docking Port Decoupler Top fuel tank of generic launch stack But, no matter what I do, I can't seem to get the docking port lined up (as it won't snap to anything), resulting in a slight wonk in a really tall stack and thus a rocket that constantly wants to fly a bit sideways. That can't be intentional and I swear I've seen videos of people using in-line docking ports like that before.
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