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shand

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    Sr. Spacecraft Engineer
  1. As a one off fix, why not reinstall the mod, load up. delete/scrap any rockets/planes that are problematic, quit, remove mod. if you managed to get as far as building a rocket it must be stable enough to get that far. Also, which mod, might help A) avoid it fix it.
  2. I'm having the same problem on my windows 10 install. .net4.5 is prebundled so not sure what to do here.
  3. So glad to see you still working on this chris, was worried you wouldnt want to. *hugs* you sir are a scholar and a gent. PS: take your time and work as hard or as not hard as you enjoy.
  4. I'd be interested in this as well, although i'd only want to put it in all unmanned pods. so theres that extra complication....
  5. i'm unsure if this has been implimented in Beta Than Ever, but in contracts+ where the new contract system came from it shows the orbit in your map view. so just match that as close as you can. reasonable is around 5% on each argument.
  6. Awesome thanks. a bit of testing has shown that the above setup seems good for between 1 and 2 (1 survives, 2 does not) kerbals for infinite survival, though very power hungry! good job i'm running insterstellar and can just throw nuclear reactors at the problem interestingly the base ECLLS converter seems to use far more electricity per tick, although i imagine its running a lot faster i didnt check. time for me to save a US life support ring in my subassemblies i think!
  7. Is there a mod/plugin that allows some level of prioritisation of electricity comsumption. a couple of examples of when it might be handy. i've often had a ion-probe bottle out of juice, but with no power i'm unable to throttle down, so the ion thruster keeps pulsing while the probe spins out of control. (a solution for this precise situation is to block draining of the xenon gas, preventing ion drive pulsing, allowing control, but i digress) anyone with remotetech will be familiar with the good old "dish that drained the camels batteries" dilemma and anyone who isnt brilliant at rover design is familiar with the "too many powered motors for constant use" problem. so what i would suggest is a plugin that allows you to define a hierarchy of electrical consumption, and (simplest) when electricity runs out, it turns them off from lowest priority to highest until something works. More advanced would be circumstantial powerdown. so maybe you want ion drives to only function until batteries are 90% discharged. or maybe you want your second pair of rover motors to be disabled until the velocity is below 5m/s what do you guys think? or does such a mod already exist?!
  8. Hey guys, i'm using ECLSS Rebalancer - and Universal storage (and the ECLSS addon for it), can someone explain the Sabatier reactor and how to get it working? also a rough estimate on how much of things to keep a kerbal alive! (like, one sabatier can recycle enough to keep 2 kerbals going).
  9. the former. it proportionally lessens the thrust of the engine. set it to 50% and your 120kN engine gives out 60kN at 100% thrust. its also useful to do inflight to allow you to use a high thrust engine for a precise adjustments or landing in low gravity.
  10. i find a single Geostationary positioned above KSC works wonders - narrows the blind spot down to a small area on the other side of the planet. quite easy to launch too... try an ascent keeping to 75-85 pitch at between 1.4 and 2 TWR (2G) and you can get it up in one go without losing line of sight - obviously make sure you have sufficently ranged comms on it.
  11. I can second this as a more convenient approach. RCS build aid is handy mostly anyway - but it takes the engines of first (lowest) stage and shows you the thrust and turning effect you can expect - full and empty. otherwise yeah, sal_vager has the stock solution for you
  12. how about having the kerbal have a limited inventory as stands (back, head, hands) and have a backpack/storagespace on EVA that you optionally have them put on? everything defaults to hand then you move it around using a nice simple intuitive GUI.
  13. I would suggest that the "save-breaking" split will become 2 seperate mods, leaving behind KAS in its current form with no intention to update its feature list further. it depends how much work is going on under the bonnet - but it looks like the way items are stored (IE: in storage chests) is fundamentally changing, which means they wouldnt carry their contents over. i wouldnt worry about it, just dont update to the new versions if you want to finish your current playthrough. i'm with you on that.
  14. hey guys, just wondering if theres a way to get remote tech and mechjeb to play together in a more realistic fashion. for example i would like mechjeb to be able to carry out autopilot functions out of contact range (if autopilot engaged prior to los of contact). obviously there is the flight computer, but that doesnt respond to conditions - i am mostly concerned with landing/ascent more than manoeuvre nodes.
  15. you aiming for a christmas release of the inventory system? christmas hat and prezzie!!! i'd love TAC and Dang it! support for pizzas!
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