tfm
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Everything posted by tfm
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This sounds great! Now we can do containers and "unpack" rovers and the like like they did with the Apollo missions. Is there anyway the weight of the stored items can be applied to the container part?
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Thank you Strainborm that was most useful.
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I just wanted to also say that the docking autopilot has some real issues with 2.0.9. 2.0.8 (on .20) would dock in just a couple of minutes (using tones of mono) but .9 seems to move at .1 mps and constantly toggles RCS on and off and barely moves. It is pretty much unusable on the exact same craft files from .20 that it could dock quickly. If I engage the main engine while DAP is on it puts on RCS full to try to stop it (and does a good job of slowing the craft down to the .1mps). Hope this information helps in some way. I really want the auto dock back. Thank you TFM
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[0.21.x] Kerbal Crew Manifest v0.5.5.0 Released! 0.21 Compatible!!!
tfm replied to vXSovereignXv's topic in KSP1 Mod Releases
It isn't currently working. We are waiting for an update. -
[0.21.x] Kerbal Crew Manifest v0.5.5.0 Released! 0.21 Compatible!!!
tfm replied to vXSovereignXv's topic in KSP1 Mod Releases
Thankfully you can still edit the save file directly and change names. There is a list of new recruits so you can simply change them. But it is so much nicer in game. -
[0.21.x] Kerbal Crew Manifest v0.5.5.0 Released! 0.21 Compatible!!!
tfm replied to vXSovereignXv's topic in KSP1 Mod Releases
I agree, this mod is still sorely needed! -
I normally keep clipping off but turn it on to do "logical" things. Like a part that, in RL, would be IN something and not hanging on the side. I will allow it to enter something else. Also, sometimes the parts just don't want to go together due to the close proximity of another part. So clipping allows it to fix as it should. But really it comes down to aesthetics. They win out over "game play rules".
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Err, why do the chairs have command sticks?
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Back in Early April a friend mentioned this kick ass space game KSP while chatting in SL.. I was bored a week or so later and remembered KSP. Typed it into the good search and though, hmmm, a demo. Lets see what it was all about. 15 minutes after playing the demo I bought the game. Logged about 100 hours now.
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I love the mod, it is very handy, but a few notes. My two biggest issues with the latest version are: 1. Separate Liquid & Oxidizer. I've been bit so many times by having taken some from one tank and some from another and then finding myself lacking one side of the mixture. It would be fantastic if we could have a tab that does BOTH automatically. 2. The icon likes to move instead of click if you click on it with ANY mouse movement. Can't you make it move only when in settings mode or something? 3. Highlighting. If you don't manually turn it off it stays on. It would be nice if it turned off all highlighting when you closed the panel. Something I would love to see: Right now it shows you all the tanks. If you are on a space station this can be quite daunting. It would be sweet if you could use the "Disable Cross-feed" setting in docking ports to track down what linksets are separate ships. That way you could maybe list all the ships and then be able to just work on those? Not sure if it is doable, but it would be handy to be able to group sets to work on as a group.
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I found that mining kethane and then transporting it up to a space station for processing not as efficient as converting it on mun and then bringing up the finished product.
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Wow, that is so bloody true!
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
tfm replied to Majiir's topic in KSP1 Mod Releases
Mechjeb, KAS, Kethane, Chatterer.