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Posts posted by XbasmanX
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I'm not absent, but I don't see a way to release 0.90 version yet as the mod depends on more plugins than Firespitter and many of them were not updated for 0.90.
Thx for the update sir, keep up the awesome work you do.
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Doing it as quick as I can while juggling family, etc.
Any and all work done is much appreciated.
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Can't wait to use this!!!
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What mod is providing the cloud cover?
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How do you fly the shuttle? How do you do your gravity turn? Have you tried tuning your ascend?
I do it just like the video, but the boosters run out around 3000m
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We need a more precise description of what your doing before we can tell you what is wrong with it? Are you using any mods like FAR or real solar system?
With a stock setup, I had no problems launching into orbit with plenty of fuel left over in the orange tank.
No I am not using FAR or Real, I just load the craft and launch.
P.S. thank You for the quick reply.
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so no one can answer my question?
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Firstly I would like to say this is an awesome project.
The question I have is this, when I try to launch the VAB craft version with the boosters and EFT, it burns through all the fuel before I can circularize my orbit, what am I doing wrong?
bump anyone
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Firstly I would like to say this is an awesome project.
The question I have is this, when I try to launch the VAB craft version with the boosters and EFT, it burns through all the fuel before I can circularize my orbit, what am I doing wrong?
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Did you install Modular Fuel tanks?
That was it TY NathanKell
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The storage tanks are not set up with any contents by default. You have to open the action group menu and select the part as taniwha said in order to bring up the menu which allows you to add the resources you want to that particular container.
Depending on the resource you select, the tank may automatically fill or be empty. The TAC Life suport consumable resources such as oxygen and water should auto-fill, while waste resources should be empty. Additionally, the EL resources will all start out empty with the exception of RocketParts.
Ok I have tried that and the menu does not appear.
just like the pic below
i left click and nothing opens
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Certainly tweakable, but for empty, I don't know. Probably.
Okay, the next question, one of your pic's in the OP shows that you can edit the tanks. I tried but when i go to the action groups screen no menu appears to allow me to select and edit fuel types. Am I missing something?
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Looking Good BobCat!!! Can't wait!!!!
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Some good news: I have found and fixed the problem causing the full tanks that were supposed to be empty. The fix will be in the next update, which will hopefully be soon as I am hot on the trail of the borked-tanks bug .
[edit]stupid censorship killing a valid description of the tanks.
Are the storage tanks supposed to be empty and tweakable so you can designate what fuels go in them?
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Your setup looks like this picture, and that tank below your converter is NOT filling up? Something is wrong because that would fill up for me.
http://i.imgur.com/8xgoL1N.png
One thing I do is test all of my designs on Kerbin first, in sandbox mode. What you do is copy the ship file from your career folder to your sandbox folder, then in the VAB add a Mk1 command pod somewhere and swap out one of the drills for a Unreconstitutionator. Also remove all the lifter and all that stuff so all you have is the kethane Refinery. In 0.23 you can even extend the landing legs first
"Launch" it and then on the launchpad get your Kerbal out and grind him up in the Unreconstitutionator (this is the main reason to do it in Sandbox. It's not "real" here ) to make some kethane. Then turn on the converter and see if it works.
The fuel lines are supposed to go from the fuel tank to the converter, not the Kethane tanks to the converter. The kethane will crossfeed to the converter automatically. But it won't from the converter to the regular tank, hence the fuel line.
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Absolutely love these parts, I think I end up using them on almost everything I build. But what happened to the 2x1 Hog cockpit? I don't quite remember it being like this...
Unless I am mistaken, that part is the bridge, not the Hog.
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What do you mean by number 147. Also has mechjeb updated since newest kerbal release?
#147 is the latest build of MJ.
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I'm almost positive someone mentioned that MechJeb and Kethane were having problems playing nice together. I'd try to upgrade MechJeb or, if it's at the current version, remove it and see what happens.
#147 seems to be the prob, I removed it and the overlay reappeared.
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So I would need the other mods for this to work correctly?
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Correct me if I'm wrong, but from what I gathered, Kethane is finite? As in, you can mine a finite amount of Kethane from the planet, and then it's gone?
If it is, it's a major downside IMO and I'd gladly change it on my side to be infinite.
There is a debug tool you can add to the settings, to regen Ketane if you want to use it.
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Test orbital ship in telescope mode
90X82 Orbit
Minimus
Old runway
Mr.BobCat, I just wanted to say, I love the work you do and I can't wait to start colonizing with the new stuff!!!
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What is actually going ...
yeah, what he said.
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Javascript is disabled. View full album
I love this mod! But I have found that to bring out it's best qualities (especially visually) it helps to get other mods to "share".
It's a learning process for sure!
What mod is that cockpit from?
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Has the debug file been lost to the annals of history or is it hiding somewhere waiting to be discovered and loved again?
you have to add it to the settings.cfg your self
Debug = True
[1.12] HyperEdit [v1.5.8, July 10, 2018] - Cheat, Teleporter, Orbit/Planet Editor, & More
in KSP1 Mod Releases
Posted · Edited by XbasmanX
Just curious, I have a 65" TV and all the windows of Hyper Edit are to small and I can barely read the text. Is there a way to scale the UI up?