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teohoch

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Everything posted by teohoch

  1. Is there any way to make ground vehicles have an autopilot? Something that could enable them to take evasive actions when a plain or tank aproaches, so they are not so vulnerable to GPS bombs and howitzer long range bombarment?
  2. I just remebered that in old versions of MKS there used to be a orbital warehouse. Is there any posibility of this feature coming back?
  3. I have the same problem, tested it in a clean install with only NF, Interstellar and Hyper Edit with this craft. To reproduce, launch the craft, and then with HyperEdit, put it in orbit. Landed in the planet, everything works great, but as soon as it's in space, the radiators stop working.
  4. Yes they should. I was trying to see if maybe seeting big numbers gave me any result, but as you can see every turret is pointing almost the same direction
  5. I'm been having some problems with setting the orientation of vessels with Spawn Vessel. The idea is to have a 4 turrets in a square formation pointing at 90 degrees intervals, with a Radar station in the center. So far, no problems with positioning but I been unable to orient the turrets in the direction I want. Heres a photo of what I got, and the Behaviour code: Any help would be appreciated
  6. Had the same problem, turns out you need 50,000 available space to expand a fuel hatch. Looks like thats the minimum, and step size for the asteroid containers.
  7. I can confirm that the new version of Tarsier works and doesn't conflict with the Alarms ! Hurray! I can use my alarms again !
  8. One question, the feature to use megajoules from solar panels locally is in the 11.0 version or the experimental? I remember Fractal showing an amazing screenshot some time ago showing it, and aparently scott manley also uses that feature. Thanks in advance for the help
  9. Release it and let's us fight the kraken! from its spoils we can help you rebuild! we are fierce kerbal explorers ! Seriously thought, if you release it as a experimental, you can test the bugs and we can help and play. It's not a kerbal mod if it doesn't has a lot of bugs XD
  10. Awesome! Is it posible to show center of mass and center of lift?
  11. is there any way to asign 2 pivots in the same module?
  12. Does the smelter need to be atached to a reactor? or can it have something in between?
  13. Thanks! I was able to export the data to a excel file. I'll start working in a program to translate this data to a png image. One question, do I need permission for this? if so Majiir can I do it ?
  14. Hey is there any way to export the scan data to a png file? I like to have maps when planing bases and this would really help Also is there any way to access the debug menu still? there used to be a export function that exported the data to a excel file.
  15. I clicked the tanks one by one, they appear enabled, but when y go to the VAB I can't use them
  16. Yep, everything else works well, I have all the other parts working. I click research the part and while I'm in the reseasch tree it looks like it worked, but ass soon as I go to the VAB, reload or to a vessel, the parts de-enable. Their possition in the node also look weird as it can be seen in the picture: I've found the same problem with some canisters in the Nuclear Propulsion Science Node. As far as i can tell they all share the same model
  17. Anyone having problem with the radial uranium and thorium tanks (the ones in the first science) node in career mode? I can't enable them. I click them, save and go to the VAB, and they aren't enabled. Any help is appreciated.
  18. At 1x: At x100: At x1000: the waste heat at 1x goes down at 111,48. if the variable storing this value is a Short int, at X1000 i would overflow , as the maximun value for a signed short int is +32,767 and at 1000x the value would be 111,48 x 1000 = 111 480 > +32,767
  19. I'm using KSPI 0.8.2.1, and the craft is in a eccentric orbit around the sun, but the problem was observed also in high kerbin orbit. The dish is remotech. For X100 warp the stats are: For X1000 warp the stats are: I think is a overflow issue, because as the warp increases, the stats get higher and higher until on moment when it jumps to a negative number. PD: Nice nuclear plane!
  20. Here's the Craft file and a Photo: it's a modular spherical tank with a not-upgraded 3.5m nuclear reactor and a not-upgraded 3.5m generator, with 6 huge radiators.
  21. at 100X warp, the resourse bar shows 120 units of spending, but at 1000X it changes to -10865something and wasteHeat starts acumulating.
  22. Hi! does anyone knows why at 1000X warp time radiators seem to stop working? it's a bug or is supposed to work like that? I couldn't find the answer anywhere in the thread.
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