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SmarterThanMe

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Everything posted by SmarterThanMe

  1. Can we please please have the .craft for that?
  2. With Near Future installed, where does the Universal Storage/DMagic stuff go? This has probably been asked & answered... But I've looked for an answer and my Google-Fu is not strong enough... I am a failure and will commit ritual suicide via DRE at the earliest possible convenience. Please accept my humblest apologies.
  3. Up to you. But it did take me a while to figure out why my otherwise well constructed reentry vehicle (hell, I had brought the same pod down without any more than the two Z-100's it had a 1000 times in 0.90) was dying, particularly when there was no outward sign of an AoA issue (i.e., didn't obviously flip out before it obliterated itself).
  4. I figured out what my problem was... Lost power during reentry, therefore lost SAS control. Couldn't maintain the correct angle of attack, and therefore burnt up. Need more batteries. Want to add this to your FAQ?
  5. Nope. Burned up with periapsis at 20km, -20km, -100km... Anything I can do to debug and figure out what's going on?
  6. What's a safe periapsis for reentry from LKO? I have a Mk1 pod with four US wedges and a heatshield that I simply can't get back down onto the ground.
  7. Temperature tolerances seem to be rather low..? Or is it that I have DRE installed? -- edit DRE. Heh.
  8. Something is broken... http://imgur.com/1XJWFrJ ...installed using CKAN.
  9. It just sits there. Been an hour now. Sorry about the clickbait title. Heh. Long story, haven't played for a while (new job, 8mo rapidly developing mobility, been waiting for Nertea to update everything...). Clean install from Steam, new CKAN as well. Added in the mods that I want to use. Then, yeah. Can't even get to the first menu. I have a few mods, but not more than I was using in 0.90 (even less, actually, as B9 isn't installed). If I remove that particular part, then it hangs on the next part. If I remove that, the next part and so on. Any ideas? Or is this a new and fun way for the game to tell me that 32-bit Unity is awesome?
  10. Because that sort of detail is something that actually gets talked about a lot (i.e., first woman in space was... ). For the record, I'm all in favour. As a teacher, I'm fighting against some pretty heavy big time pink forces when it comes to encouraging girls to get interested in STEM areas of study.
  11. Can I suggest an alternative approach? Have an assigned "Psychologist" class of Kerbal that can do all the work of this brainscanner if s/he is in a crew. Probably needs a bit more coding, but makes a lot more sense in the long run (i.e., I won't have to outfit my S2-based spaceship with a 2.5m hitchhiker pod).
  12. If I were to want to put in functionality for Karbonite, EPL, and so on... Would I just add some lines to TankTypes.cfg? Something like: TANK { name = Ore mass = 0.5 amount = 0.0 maxAmount = 100% } ...or something?
  13. I've found a potential mod clash... Installing CTT using CKAN seems to remove ScanSat parts from the tech tree in career mode. They still appear in the parts list in sandbox mode. Removing CTT restores ScanSat parts to their rightful places in the tech tree. No other part packs seem to be affected (as near as I can tell). Anything I can do to help you track this down?
  14. Just integrate the solar panels and antennae into the actual cube itself. Why do they need to be separate parts anyway?
  15. How does one get the resource overlay to show up? I have a resource scanner up and zipping around in orbit, but the "Resources" button is not showing up. I have the latest update from CKAN. I also have the latest version of Regolith, Karbonite etc. installed.
  16. Can I ask if there's any schedule to get these worked into IR to actually replace the old parts?
  17. Yep, that's what I did. And, yeah, spaced out the sats at MNA = 0, pi/2, pi and 3pi/2.
  18. G'day All. It seems that editing the MNA values in persistence.sfs no longer seems to work? I want to align 4 commsats so that I don't need to go back and correct their orbits every couple of years... But it seems that doing so no longer seems to have an effect (they ended up wandering pretty quickly actually).
  19. Played around with removing and adding back in a whole bunch of mods. Seems like it's fixed by removing FMRS? Either way, I haven't had problems since then.
  20. Trying to write an override to catch as much of the icons, flags and so on as possible within the game. Should this work? ACTIVE_TEXTURE_MANAGER_CONFIG { enabled = true OVERRIDES { .*/.*[I|i]con[s|].*/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } }
  21. Every time I hit "Recover Vessel", the game reverts back to before the launch of the active vessel. I think it might be this mod, but I'm going to see if I can nail it down. Has anyone else had similar issues?
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