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Gristle

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Everything posted by Gristle

  1. Any plans to work on having to have the Chaterrer window open every time a new vessel is focused? If this is not possible, could you add an auto close after X seconds?
  2. This isn't a bug. It's a side effect of using a .DLL that the KSP engine doesn't understand. KAC does understand it and loads it correctly later on in the initialization routines.
  3. I have this too occasionally with surface attached parts. It's not just MSI stuff either. I see this frequently with struts. If you mouse around them enough usually you can find the sweet spot where you can select them, but not always.
  4. Any update on the un-restartable engine bug? http://forum.kerbalspaceprogram.com/showthread.php/29387-0-21-x-KerbCom-Avionics-0-3-0-1-Alpha-%286-August%29-gimbal-support-bugfixes?p=583893&viewfull=1#post583893
  5. Use an action group. When activated this way the part will move it's full limit until the AG key is pressed again. In the case of rotary parts they spin continuously.
  6. Couple of suggestions here. Too many parts. Combine the LS-501 and 5x LS-500 into one model. I would also create a LS-501 / LS-500 model that includes the end cap and combine the the LS-502 and an LS-501 into one model. By doing this you would be reducing ship part count, helping game performance and de-cluttering the staging tree.
  7. This ^^^ No apology necessary. I even feel bad coming here and reporting problems. I know how much work you guys put into these things.
  8. This is the most amazing looking mod yet. Has this been tested in game to see if the game engine will handle it?
  9. You do know there are 2 types of fairings? The white one is an inline hull fairing and does NOT have radial decoupler functions. The beige ones do have the radial decouple functions. Also the bases do not have decouple functions, you need to supply your own inline decoupler.
  10. Yea, thats what I thought too. I tried with several parts. It's not as bad on curved stuff that has the collider sitting beneath the surface, but is really apparent on flat items. try attaching the hinges to the flat side of one of the stock beams, or to one of B9's 1 meter square plates. The DR door hinges lays flush with all these parts.
  11. Something else to look at. All the hinge parts "float" above the part they are attached to. This is especially evident in the smallest open door hinge.
  12. Just put this fact in the Multiwheels 0.6 description. "Previous versions of the Multiwheels mod had over 50,000 downloads"
  13. While having the ability to move parts via AG's could be a good thing, I know some of my contraptions NEED to have separate on screen GUI as there would not be enough AG's.
  14. Interesting - I'll try them out this evening. Maybe not the X-33, but the full size VentureStar would be kewl.
  15. On Kerbin the stock navball uses north as its reference point. Once you leave the Kerbin SOI what does the stock nav ball use as its reference point?
  16. I first created the inline fairings using Kerazmit's mod. I noticed that if you pulled off the fairings they kept their shape. I then removed the fairing bases from the model and reattached the procedural fairings using Cubic Octagonal Struts and Damned Robotics Door hinges. I was disappointed after my first trial launch when I returned to the VAB and fairings looked as if they had reverted to their shape out of the toolbox, but then was delighted they returned to their procedural shape when launched. The rail thing is JonzCo Elevator. http://forum.kerbalspaceprogram.com/showthread.php/45249-WIP-Foldaway-Elevator-JonzCo-Mobility-Equipment Have been waiting for those. Sirkut just released them. I'll probably redo this using the MSI parts instead of the DR ones even though the DR hinges work fine for this application.
  17. What's wrong with Modular Wheels? It's working fine for me.
  18. Aren't moveable engines all about changing the CoT? As for changing CoM that just means you have to be clever in your design, or a damn good pilot.
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