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agentexeider

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Everything posted by agentexeider

  1. having an issue where the MECHJEB probe body parts CAN'T be the first part, How do I enable them so they can.
  2. it adds a different look to a base, it make it seem that someone actually lives there, breaks up the greys ,blacks and whites. I just wish the devs would put in proper parts for bases, and maybe a way to anchor them to the ground. I painstakenly built a Minmus base only t have the whole thing "pop" up into the air, turn over and explode. and of course, I forgot to hit the quick save, ya know, a TRUE auto save feature would be great, something I could set to auto save every 15 minutes or something just so I don't lose ALL my work. -Ãâ€
  3. Is there any plans on remaking the jump drive or in fact creating a separate jump drive mod?
  4. What mod were you using to give the Kerbals greenhouses??
  5. more importantly is that doping with uranium would create radioactive exhaust that would kill every living thing within 2 miles of the launch site and irradiate countless others when the particulates get into the jet stream. more over uranium is one of the rarest of the rare earth metals, so expense would be huge.
  6. So cant just add it to the parts.cfg file? how do I add into the savefile then?
  7. Also, would adding TOO many SAS units be causing the torquing issues on burns? (IE, the ship turns to the left when doing a burn?) EDIT: also what is linpower = (num)? what does this parameter do?
  8. can I add the rotPower = Num parameter to any part and give it steering torque power. I ask because I would like to modify the DSM pack's Centrifuge to do this, or can it only be done by things that have the module = CommandPod parameter? -Ãâ€
  9. I have built a Inter Planetary Space Cruiser, that I have gotten into orbit legit. my problem is that with the number of SAS I have, it still turns very slowly. My question does the location of the SAS in relation to the Center of Mass have anything to do with the SAS effectiveness? putting it closer to or further away from the CoM? or do I just keep stacking SAS until it turns effectively. Another question, have SAS ever had any kind of bug where they mounted but didn't actually impart any inertial force to the space frame? EDIT: also, when I do any kind of burn it wants to drift port ward, what could be causing this? -Ãâ€
  10. holy crap really? I've been wracking my brain for 5 days about this.
  11. 2001 meets Mission to Mars SPACE CRUISER!!!!!! These are the voyages.... -Ãâ€
  12. no, its not simple, the borked parts are missing a particular part to make them into .mu files, I have been desperately trying to find time to work on them, but life is really getting in the way. I am gonna try to get rid of all distraction and work on them tomorrow, I know I said I was going to do that earlier but this time I mean it. Also, I am creating empty version of the fuel tanks because I got them working with the kethane mod, I got the kethane converter to spit out deuterium, so this is opening up a whole WORLD of possibilities. stay turned for more. -Ãâ€
  13. I know whats wrong with them Badger, it's because those parts use .DAE files, there is a way in which to correct them and convert them to .mu files using the unity modeler, I just haven't had time to do it. I will make time probably tomorrow and sit down and fix them. @jandcando I have modelling experiance and am a game designer by training, but it's been a while, but I would love to help you out anyway that I can.
  14. I would like to add a new resource to the converter, can I just type in an entry such as the one below or do I have to somehow reference the file that the resource is in? MODULE { name = KethaneConverter TargetResource = Deuterium ConversionEfficiency = 0.075 KethaneConsumption = 3 PowerConsumption = 3 }
  15. couple questions about the Kethane mod. A) Do kethane deposits run dry, forcing you to go to the next one? and if so, how much kethane in your average deposit? Where are kethane deposits NOT located, is it just Kerbin or Planets in general? C) Do multiple drills increase extraction speed?
  16. I am having a problem with my rover torquing into the air like Toretto's Charger. (F&F6 was a good movie btw. ) How do I prevent this? -Ãâ€
  17. Also, in regards to your plan to harvest the fuel, get with the Kethane guys about that, they can work with you to get a functioning system running. Course they might see you as a competitor but I think as it stands eventually down the road Kethane, Fusion fuel and the Anti matter engine mods will all get merged anyway. So better to start working on it now.
  18. Best way, is use more probes on Polar orbits, and just have the probes scan as the planet/moon orbits, however it can take a while because some of the moons have long orbital periods. right now since .20 is out, it has borked the entire mod system and everyone is scrambling to get their mods working again. so you might be waiting a bit before you get another reply. -Ãâ€
  19. @jandcando btw, the II_overclockLiquidEngine is borked but not the mainsail. I read that using the .DAE needs to have an empty game object called thrustTransform so that the thrustVectorTransformName parameter knows what to apply the thrust to. and you need to do this for evey .DAE you have. the mainsail which doesn't use it is fine, it just needs to be updated with the PART{} tags. -Ãâ€
  20. Yeah your gonna want to look for an add on called MechJeb, it brings astronautics into the 21st century, get it love it use it.
  21. Hi Jacob, I contacted you about the fuel tanks. To answer your question yes they were just reedits of the missing varieties of tanks. also I tried to keep your descriptions in line with your adjectives. "A tank that holds a generous amount of deuterium" I changed the descriptions to be funny, at least I thought they were funny, by changing the adjective depending on the size of the tank IE. Paltry, Puny, Insane, Ludicrous. If you want to use the gag, feel free, if you think it's funny enough.
  22. SO is it possible to add mechjeb 2 functionality to the mechjeb 1 parts? if so How? I'm looking in the parts for mechjeb 1 and I don't find a reference to the plugin to change.
  23. use SAS and ASAS rocket parts, one ASAS and several SAS parts, what these do is add gyroscopes to your rocket allowing you to rotate without using RCS, ASAS will allow you to stabilize and lock your orientation. which you can turn on and off with the T key. regarding RCS placement, you need to place the RCS around the center of gravity, but make sure it's the center of graviy that the rocket will have when it gets to orbit. The position of the CoG changes as you add or remove mass to the rocket, and RCS thruster towards the ends of the rocket have less turn rate then those on the CoG. Ideally, you should design every rocket stage to it's CoG and turn on and off the RCS thrusters quads based on which stage and CoG you have. you can organize your thrusters in the Action Groups menu in the VAB.
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