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Everything posted by Gristle
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Gristle replied to sirkut's topic in KSP1 Mod Releases
Impressive. Can you post the .craft file somewhere? I'd like to study your build techniques on this vessel. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Gristle replied to Tiberion's topic in KSP1 Mod Releases
I already asked this on the last page but didn't get any response...Can anyone show me the proper way to use the Radial Flange parts? The attach nodes seem borked to me. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Gristle replied to sirkut's topic in KSP1 Mod Releases
If you assign a Rotatrons "Move" command to an action group key, the rototron will spin forever (at least while the vessel has focus). -
Is it possible to have a visual indication they are activated? An "on" light. How about a version that uses LiquidFuel and IntakeAir?
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[0.21.x] KerbCom Avionics 0.3.0.6 Alpha (29 August) - now with video!
Gristle replied to ZRM's topic in KSP1 Mod Releases
Kerbals are stubborn like that. He could have walked 20KM in a couple of days. -
Just the opposite here. I will not be using RemoteTech2 if it requires programming. I'm with E-dog, I want a RemoteTech lite. Need to have a comms network to control unmanned stuff, but without the comms delay.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Gristle replied to sirkut's topic in KSP1 Mod Releases
What is that little arm? Is it a re-scaled CanadArm? -
Have a small visual bug to report. The LS-505 engine packs connection nodes do not allow the LS-504 and LS-502 extensions to line up properly. This also affects the LS-503 end cap, but this isn't shown in my screen shot. The engine pack on the left is the LS-505 engine pack with an LS-502 attached, on the right is LS-501 and LS-502 showing proper alignment.
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Kerbin City Community Project - Phase B - New Islands
Gristle replied to nothke's topic in KSP1 Mod Development
I didn't see anything offensive in it and actually thought "that's an innovative and striking sculpture" before I even knew there was an Earth analog. -
I noticed this also. Thought it was just a wierd ship configuration though. To be clear I'm using Cybutek Kerbal Engineer Redux 6.1.1 - http://forum.kerbalspaceprogram.com/showthread.php/18230-0-21-1-Kerbal-Engineer-Redux-v0-6-1-0?highlight=engineer Also thank you for the new fairing base part. This will make creating my cargo bay doors so much easier (I think).
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Gristle replied to sirkut's topic in KSP1 Mod Releases
Did the Kerbal go back down into the barrel?!? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Gristle replied to sirkut's topic in KSP1 Mod Releases
Remember....inertia kills! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Gristle replied to sirkut's topic in KSP1 Mod Releases
Sorry if you were offended by my comments. I would have DLed the .craft and tried to be more helpful but I don't have Mechjeb installed. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Gristle replied to Tiberion's topic in KSP1 Mod Releases
Can anyone show me the proper way to use the Radial Flange parts? The attach nodes seem borked to me. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Gristle replied to sirkut's topic in KSP1 Mod Releases
....fixed it for ya. It''s like the peep with the exploding crafts video. Blames the docking washer, but the logs never mention that part as colliding and exploding. It my very well be the DW, but I couldn't see any evidence of it in the video. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Gristle replied to sirkut's topic in KSP1 Mod Releases
There....fixed it for you. -
I agree, but what you want is doable with the system as it works today.
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You could use the same techniques I used to create the cargo bay. It would actually be easier to do what you want. You'll need to figure out how tall your fairing needs to be in the final build, then substitute parts in between the faring bases to get the edge to edge height right on the fairings. Be sure to attach the faring pieces to the bottom faring base section attached to your lander. Once you get the height correct, lock the fairing shapes using the "L" key, then remove them and rip out the top fairing base and your spacer parts. Reassemble your complete vessel and stick the fairing pieces back on the remaining bottom base.
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Are you trying to do something like this? The trick is to use an off center support beam to support / connect the lower and upper section between the fairings. You can see this support embedded in the non movable fairing in the pic.
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Are you using the white or beige fairings? The white fairing are meant to be inline and do not have decouple functions. The beige fairings do have the decouple which is whatt I think you are looking for.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Gristle replied to sirkut's topic in KSP1 Mod Releases
Most Awesome. Got any pics of the whole amusement park astronaut training complex?