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Gristle

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Everything posted by Gristle

  1. Is the lack of a generator module on the Far Shot intentional or an oversight? - - - Updated - - - Try using both. KSP 1.0 with DDS textures is much more RAM friendly now.
  2. If you don't already know, parachutes requires a line in their PART{} section of "bodyLiftMultiplier = 0". This fixes the 45* angled hang gliders of death.
  3. Yes - it was only searching to 6 orbits because that was where closest approach was, a search of 7 or higher orbits didn't give me an approach any closer. I went ahead and played through that so the save is no good at this point for troubleshooting. The 150k orbit was fairly circular, the 140K orbit was a bit eccentric, PE at 140K, AP at about 149K. I flew the 23k closest approach that KAC gave me, actual closest on that orbit was 2.7k some 12 minutes after KAC's calculation.
  4. Just saw a weird glitch. Setting up a rendezvous of 2 vessels in stable Kerbin orbit of 140Km and 150Km. Rendezvous setup in KAC said closest approach would be on orbit 6 at 26.4 km, 26.3, 26.2, 26.1, 26.0....I let it tick down to 22km before popping over here to report this.
  5. As a workaround for the wonky parachutes try adding "bodyLiftMultiplier = 0" to all parachute PART{} sections of their config files. Credit for this fix goes to Raidernick.
  6. Some drag cube info here. Nothing concerning parachutes but StupidChris does define what the values are. http://forum.kerbalspaceprogram.com/threads/118362-Drag-cubes
  7. This is still listed as incompatible by CKAN as is nightingale's CC mod. Is there a thread for CKAN on here to see whats up with it? CKAN is almost more trouble than its worth lately what with having to DL mods that say they are updated here but CKAN doesn't recognize or DL's older versions.
  8. Nice - been looking for a decent crew log / manager for a while. Used FinalFrontier for a bit, but it was too buggy and didn't really fulfill my needs as afar as crew rotation.
  9. Same...515 hours logged on Steam and at least that many more, if not 2x, playing not logged by Steam + 40+ hours in the .18 demo.
  10. I don't see an equipTrait line in the Wrench's part.cfg. I do see equipSkill = RepairSkill. Is this what needs to be modified?
  11. Is there any way to disable the only engineers can assemble stuff? Seems a bit silly that a scientist doesn't know how to turn a wrench to assemble his own experiment. What would be best is a way to specify by part what skill is needed for EVA assembly.
  12. Same for me...got the science, but not the completion. Experiments finalized and stored in KIS inventory.
  13. A more complete and corrected KIS config for Tantares. Adds KIS support for Alnair, Vega, and Polaris parts. Corrects part name errors on the Capella and Pollux parts. // By MK3424 @PART[Libra_Crew_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 1000 externalAccess = true internalAccess = true slotsX = 5 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Tantares_Crew_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 960 externalAccess = true internalAccess = true slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Tantares_Orbital_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 640 externalAccess = true internalAccess = true slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Hamal_Orbital_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 3900 externalAccess = true internalAccess = true slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Hamal_Control_B]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 960 externalAccess = true internalAccess = true slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Capella_Control_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 8100 externalAccess = true internalAccess = true slotsX = 6 slotsY = 6 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Pollux_Control_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 2880 externalAccess = true internalAccess = true slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } //Below added by Gristle @PART[Vega_Crew_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 1000 externalAccess = true internalAccess = true slotsX = 5 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Vega_Crew_B]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 640 externalAccess = true internalAccess = true slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Vega_Crew_C]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 360 externalAccess = true internalAccess = true slotsX = 3 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Vega_Crew_D]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 360 externalAccess = true internalAccess = true slotsX = 3 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Alnair_Crew_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 360 externalAccess = true internalAccess = true slotsX = 3 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Alnair_Crew_B]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 480 externalAccess = true internalAccess = true slotsX = 4 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Alnair_Crew_C]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 420 externalAccess = true internalAccess = true slotsX = 3 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Alnair_Orbital_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 360 externalAccess = true internalAccess = true slotsX = 3 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Alnair_Orbital_B]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 1200 externalAccess = true internalAccess = true slotsX = 6 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Polaris_Crew_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 160 externalAccess = true internalAccess = true slotsX = 2 slotsY = 2 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Polaris_Crew_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 360 externalAccess = true internalAccess = true slotsX = 3 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } }
  14. KIS config has a small error. The section for the Pollux list the part as "Pollux_Orbital_A" and should be "Pollux_Control_A". Edit - Capella may have same type of error. Not sure on this one though. KIS config lists "Capella_Orbital_A" but parts lists shows "_Capella_Control_A.cfg" with a part name of "Capella_Control_A". Is the leading underscore intentional on the .cfg file?
  15. Maybe have non-execution "Group boxes" like on a windows dialog that groups elements together like this:
  16. would it be possible to make the cargo bay more square internally to make it easier to place payloads other than the included modules?
  17. 2900 m/s dV for 6 Kerbals and 14+ tons at 9600 credits is a bit OP compared to stock. Nice modelling though.
  18. Version 18.6 most certainly has texture files included in it. They aren't large and most have no detail (just color swatches) but they are in there. Look in GameData\SXT\Parts\Command\Ke111 for an example, there are 7 texture files.
  19. There seem to be a large number of textures in the 18.6 release that have PNG extensions but are really TGA formatted files. I discovered this while troubleshooting Load on Demand crashes. I suspect they work with the base game because it doesn't rely on the extensions and examines the files to determine their format. Not sure if this is extension thing is intentional or an oversight.
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