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jurfburf

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Everything posted by jurfburf

  1. First of all, this mod is incredible and has added more to my user experience and enjoyment of the game than any other mod I can think of. Second of all- did I miss the boat on the PPTS and Kliper releases? I've searched the thread and I can't seem to find download links. I *really* would love a stockalike 2.5m crew vehicle with more than 3 Kerbals....it's just gravy that it has that stockalike Soviet swag.
  2. How should I edit the Procedural Fairings part file to make them show up earlier in the tech tree? I can't deal with exposed payloads and I'd like to be able to start off career mode with 1.25m and 0.625m fairings. I've never done tech tree stuff for procedural parts before. By the way- LOVE the mod. It's become a must-have for me from the moment of first release. Thanks for all the hard work!
  3. A bunch of parts mods, and besides those the only ones I know that would contain other than parts files are: Advanced Texture Manager Raster Prop Monitor Cross Feed Enabler Chatterer Deadly Reentry TAC Life Support Environmental Visual Enhancements SCANSat I can't think of any others. It's a total pity because the antennas in this mod are AWESOME! EDIT: Oh 64 bit. btw.
  4. I'm having this problem where none of the included antennas will extend: they are stuck in a retracted position and it says their status is "locked" when I click on them in-game. Is there a plugin or .dll I forgot to install or is this an issue with the mod?
  5. I love love love this mod! The ability to actually bring along a rover in KAS containers and then assemble it on the Mun is something I've wanted for a really long time. Two issues I've noticed, however: 1) when the rover flips and Kerbals get knocked out of their seats, I can't control them and they're considered to be debris. Is this a common issue? (I don't use rovers much) 2) on the Mun at least, this thing has an almost TOTAL inability to go up hills. This is a huge problem especially considering how hilly the Mun is now. Am I doing something wrong? (brakes are definitely off).
  6. Hey does anybody know what section of the part file I should delete to remove the decoupler function? I live in constant terror of a staging error popping off my heatshields.
  7. Does anybody remember those animated gifs that were going around sometime right before .18 came out that showed the wheels as being retractable? One of my biggest conceits is that I want all my payloads to fit into "realistic" looking fairings so I always have a bit of a rough time using wheels- of any sort- much less the huge ones, which would be really awesome for a huge kethane miner.
  8. The retexture looks absolutely great! Just want to chime in and say how excited I am for this mod. It looks fantastic and I've been waiting for something like it for a very long time!
  9. I'll second that! Loving to see KSPX parts in the stock game, but not all of them are there yet. Does the new SAS/control wheel model mean that the small SAS and ASAS will no longer work? That's......inconvenient. I used those a LOT.
  10. Do you have the .png to share? Chief Designer Sergi Kermanev would find it most useful.
  11. ...and apparently .20 breaks the crew manifest mod as well so this really limits my options for KOR munar missions + launching unkerballed stations, at least for the moment That said, the ability to delete and change the root part is really cool, and gives me a lot of flexibility- I can build standardized booster designs and just add the payload I want to them. Out of curiosity- do crew tanks count as crewable pods now?
  12. Eagerly awaiting this! I hope you add text to it- I can't wait to design NASA mission patches with the astronaut names circled around the rim, reading KERMAN KERMAN KERMAN KERMAN
  13. Titan IIIE is pretty Kerbal; it's got more boosters attached with actual, in real life struts.
  14. I'm having a problem with pitch control; I've built 2-3 planes, all generally using canard-delta configurations. They've got the power to get off the ground, but as soon as they do, they start spinning end-over-end and crashing. What's the secret to pitch stability? Longer fuselages? I've tried canards/control surfaces (both overkill and minimalist) but I'm still not sure what to do. All other axes seem fine, just pitch is totally uncontrollable.
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