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Gristle

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Everything posted by Gristle

  1. Came here to report a similar bug, if not the same thing. While using Kerbcom Avionics, if an engine flames out for lack of oxidizer or fuel it cannot be restarted. I just finished testing this using a vanilla KSP install with only KCA installed. If you would like to confirm I've uploaded a pic of the test rig I used. Before lighting the engine disable fuel and oxidizer on the top tank. Burn the engine through the first fuel tank until it flames out. Turn on the fuel supply in the top tank. On stock KSP the engine would immediately fire, with KCA installed it won't restart. You don't even have to have a KCA enabled part on the ship to see this effect.
  2. As we told you before, you are using v06 as evidenced by the Multiwheels6.dll in your screen cap. I think you need to delete your TT wheels stuff and install all over again.
  3. I'd be interested in seeing some pics.
  4. Will there be a version with a nonfoldable platform that we could attach other stuff to? I could see that version having all kinds of uses. Have you given any thought to making this an Infernal Robotics part?
  5. Thank you. Didn't get to finish it though before .21 was released. Had plans to add another section of solar panels, a garage with space for 2 of the small work vessels and a larger hab module. Biggest obstacle to completing the station was that it was in a polar orbit which limits your launch windows to just 2 times per K-day.
  6. @TT - I've made some .cfg edits to couple of your Mk3 parts; Copied and changed the TTC7MK3E-2madapdecoupler to be an adapter only and updated the TTC7MK3EMSMmodule to use the v.21 reaction wheel module. Would you like to see/use these edits?
  7. I've noticed that too on occasion. It appears to me that the arms are loading in the odd positions because when you left them to go do something else they were straining under a load. When you return the under load piece assumes it's strained position when you left, but the piece it is connected to assumes it's normal position and the resulting joint is bent.
  8. Are file sizes of mods a reasonable way to gauge how much memory the mod will consume in-game?
  9. I put my navlights "on" function in the stage AG to make sure they are always turned on when something important is going to happen. Also use this to configure spaceplane engines (rockets off, jets on) as long as all engines are in the first stage. I'll use some of the named AG's for other functions, for example Abort sometimes becomes the KAS winches hook eject. Brakes becomes a landers deploy parachutes function.
  10. I don't care, but the Wolfs aren't mine. I got them off the internets. http://kootation.com/how-to-draw-wolves-howling/th01.deviantart.net*fs70*PRE*i*2010*213*7*8*Howling_Wolf_Drawing_by_JanineArtWoohoo.jpg/
  11. Aside from an incredible base game, the most amazing thing to me is the fact that the Devs have provided a rich and robust Mod API that allows the community to add things like, Kerbal Alarm Clock, Sub Assembly Manager, Damned / Infernal Robotics, Crew Manifest, KerbTown, MechJeb, Telemachus, Lazor System, TAC Fuel and Life Support, Remote Tech, PAPI, Kerbcom Avionics, Chatterer, Kerbal Attachment System and many others along with the thousands of addon parts. Hoo Rah!!! to the Dev team.
  12. The stock wings are deplorable....B9's wings are much nicer.
  13. Love this parts pack except for the finned docking adapter. That thing is a pain in the Kerman. I get the idea, but you have to be EXACTLY lined up in all 3 axis or a fin gets caught on something and you have to start the approach all over again. Or a fin protrudes a little too far in hits something on the target and you can't dock. Or a fin on the target hits something on the docking vessel and you can't dock. Pain in the Kerman I tell ya.
  14. Same here. The wolf pack confuses me sometimes about who is saying what.
  15. Did you add motors to drive the wheels? If you did, did you add the appropriate resource supply the motor needs? If using fuel based motors run a fuel line to the motor. Fuel based motors also benefit from an air intake.
  16. Very nice piloting while putting the station part in place. I'm totally going to replicate that shuttle. Any tips on construction or flying?
  17. No need to apologise. This is your Mod, and a beautiful one too, so you'll create it as it suits you.
  18. Then why make them separate parts? If they won't or aren't supposed to attach to anything else then just make a monolithic model. IMO this is a big mistake and severely limits the usefulness of these parts. Without inter-operability with other parts this pack probably wouldn't make the cut in my limited MOD RAM budget.
  19. Haven't DLed yet, but right off the bat see the need for adapters to stock size / profile parts (1.25m-2.5m-3m round, Mk2, Mk3, etc.). Adapters to the B9 profiles and TT's Mk4 would be bonuses.
  20. I've noticed that too on occasion. It appears to me that the arms are loading in the odd positions because when you left them to go do something else they were straining under a load. When you return the under load piece assumes it's strained position when you left, but the piece it is connected to assumes it's normal position and the resulting joint is bent.
  21. These parts are all in the pre-.20 format. You can convert them by placing the PART{...} designations at the beginning and end of the .cfg files, or just install them to the "..\Kerbal Space Program\Parts" folder.
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