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brusura

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Everything posted by brusura

  1. Mmmm dunno you but I place a node and set my target, then I add "orbit" until I am happy with my closest approach, but having to hold down "orbit" for so long sometimes seem stupid to me when I could add an x amount to the UT field It look like you do not like my proposal ok, but questioning me why I need that seems irrelevant I can live without it, I have TWP I know I can do that but my question was another one
  2. To plot a node in the future ( very far in the future ) when the planet are aligned
  3. What is it anyway? Decoupler has its own sound, engine has its own sound, really this sound for staging ( spacebar ) come from nowhere....Can some good modder help me get rid of it?
  4. I was looking for the same thing, but that one is for the decoupler not the staging sound...that is very annoing and very loud, someone help my ears :|
  5. @Angel-125 in version 1.8.7 gui for the production efficiency, still range from 0% to 1% , can you fix in next release? Thanks PS: also I just saw that as the game start efficiency is at 100% snackprocessore produce 21600 snack/day , if you go to settings and touch the production efficiency it revert in the range 0-1%
  6. Would be nice to have a list of mods already supporting it...I am now curios about what animation a decoupler could have
  7. Can I ask for a specific part? For my base construction I'd like a low profile 4-way hub I tried to weld some parts together but I guess the meshes switch confused the welding mod, this is the result: https://youtu.be/aqjl1IJSxW0 Ok after some funiculì funicolà I managed to fix the welded part enabling also variant switching , here is the cfg : To be built on duna...
  8. One day I'll build a base with MKS , but for now is it possible to add only this functionality to stock installation?
  9. Not even trying to run them all at once, dunno why you suggest that ...anyway your statement reinforce mine, so
  10. Thanks, the gui is gorgeous , sorry but Italian it not localized yet ( running en-us ) so I can not help with that. Is the button supposed to be that green? Pic: https://imgur.com/hfoOLep
  11. Dunno your games...but my game start to run very poorly if I have so many mission running, KSP is a universe but not very scalable
  12. Thanks! But I have been looking for that setting in the menu, with no luck....I'll try harder
  13. I am doing something wrong for sure, but when I zoom on the map it show nothing: https://imgur.com/0zQEewg ? EDIT: I need a narrow band in polar orbit :|
  14. is there a pre-release which I can try about reworked UI and new integrator? I saw on github pre-release is 82 commits behind Thanks
  15. Hello is there an option/mod to change the state of the mission flag on parts to be default to off? Maybe an MM patch? Ok think I have found my answer, I need to add this line flagDisplayed = False for every part with a module name "FlagDecal" MODULE { name = FlagDecal textureQuadName = flagTransform } I need to study MM syntax and I come up with this, but it does not work // Set the default state to False for every part with module FlagDecal @PART[*]:HAS[@MODULE[FlagDecal]]:Final { flagDisplayed = False } And a bit more searching: https://forum.kerbalspaceprogram.com/index.php?/topic/139980-130-community-database-of-module-manager-patches-for-stock-ksp/
  16. @Angel-125 in version 1.8.6 there is now the gui for the production efficiency, but it range from 0% to 1% , can you fix in next release? Thanks
  17. Hello I too have this exactly ERR , I was going to orbit from my minmus base, after the error I am not able to place a manuver node anymore, only is to reboot kerbal altogheter ( I can over the move over the orbit and see the little sphere but click does nothing ) This is in version 1.3.1 Mod list: BetterBurnTime-1.6.1 Community_Resource_Pack-0.8.0.0 EasyVesselSwitch_v1.5 EnvironmentalVisualEnhancements-1.2.2.1 KAS_v0.6.3 KerbalAlarmClock_3.8.5.0 KerbalEngineer-1.1.3.0 KerbalJointReinforcement_v3.3.3 KIS_v1.9 Malemute_0.4.0.0 ModuleManager.3.0.1.dll NavBallDockingAlignmentIndicatorCE-1.0.3 Near_Future_Solar-0.8.8 OSEWorkshop-1.2.3 ParaSciEVEPack120 PreciseManeuver2.3.1 SCANsat-v18.2 SimpleLogistics-2.0.2 Snacks_1_8_6 Stockalike_Station_Parts_Expansion_Redux-1.0.0 Trajectories-v1.7.2-pre USITools_0.10.1.0 VertVel132 WorldStabilizer-0.8.3
  18. Nope I have Snacks 1.8.5 , I'll try this one you just released and let you know EDIT: @Angel-125 version 1.8.6 fixed my problem with unmanned vessel
  19. Well somehow it does, this video is from a stock installation with only snacks and modulemanager: https://youtu.be/MgO8lRCvICg The mod add a caption "controlState" and a button "toggle partial control" , as stated before, with the mod installed you can control unmanned vessel Some experiment that you made here?
  20. @Angel-125 the mod allow me to control an unmanned vessel ( not even a probe onboard just connection ), the control state is set to full , I guess it did not update when the last kerbal left the vessel? But anyway you can change the control state with the "toggle partial control" on the command pod. Is this intended feature?
  21. Hello is there a way to show only the Interior Overlay for one part and not the others in a vessel?
  22. Dunno if it is still a problem for you but....Add this to config.xml <string name="exemptModuleType5">ModuleGrappleNode</string>
  23. Nope, not asking for this, when I select the vessel at my destination, all the resource could be taken from my base instead of magical take them from VAB on Kerbin
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