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BananaDealer

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Everything posted by BananaDealer

  1. The dropbox link doesn't work... Shows a 403 error... If you're not using Kethane any more, you should discard any sceenshots showing Kethane-related assets... There's lots of Unity tutorials on YouTube...
  2. Well, for one- your download link doesn't seem to be working... Otherwise, don't expect people to say "THANKS!" (though they should), or even come up with feedback... Just appreciate each download... Also, you can't expect people to just look into your thread... Just because it's out there doesn't mean everybody looks into it... Lastly... Don't whine... Just thread on and make what appears to be a fairly intriguing pack of parts and even resources! I am assuming you do have the permission from Kethane developers to use their stuff...
  3. Well, maybe I'll look into hot-wiring some extra buttons in the R&D facility with Cabana Corp's new release...
  4. You need to go into your R&D building and "purchase" each part from the node it's unlocked with... It costs you nothing right now since that's a feature for when they finally implement money and economy...
  5. Hey there, Ban-Anad here! It's been a long hiatus, I know, but both my lawyers and psychiatrists (as well as my accountant) tell me it's time to come back! Don't worry, I've brought you a t-shirt from Havaii... Um... You wear XL, right? Anyways, moving on! With the release of KSP .22 and the long-awaited career-mode, Cabana Corp. R&D has determined the situation right for explosive expansion of our current departments! Here are some of the new planned features to come: Data Storage Drives! Ever wish you didn't have to bring 10 Mystery Goo canisters with you on each mission, just so you can do 10 experiments in different environments and bring them back to Kerbin? Well, fret no more! Cabana Corp is currently exploring methods of storing data gathered in experiments in devices code-named "data drives", which would leave your equipment free for new experiments! Expanded Probe Capabilities! What are probes good for these days? I mean, why send a probe when you can send a Kerbal instead, with more scientific potential! The Misapplied Sciences Division of Cabana Corp. is currently overseeing several possible advancements in computing technology which would allow probes to complete tasks of equal or larger importance, compared to a crewed mission! This would make satellites less dependant on "external" equipment they may carry, like Goo containers and Material bays. Expanded SCIENCE! Options! Sure, Mystery Goo is interesting and those Material bays do give off enticing lights, but what else is there to do? Wouldn't you like to know what happens to a monkey should it be exposed to SPACE? And are Solar Rays really that bad? I mean, no one has actually seen one! Wouldn't you like to be the first?! Cabana Corp.'s various departments are all working together, devising interesting and fun ways to... er... "perform experiments" with the "assistance" of test subjects! Tech-Three? Tech-WE! All the current and any new parts and other features will be properly integrated into the standard tech-tree. The Occult Practices division is also looking into several possible expansions in various fields on the tree. These features and more are to come, as and when the various departments of Cabana Corp. R&D submit their entries and ideas for the new version.
  6. I'm trying to make several progressive data storage units intended for use on probes or for generally storing SCIENCE! until return to Kerbin. As far as I know, it's only possible to store EVA and Crew reports on command pods, but other experiments you're basically forced to keep the data "on" the experiment equipment itself, rendering it unusable for anything else. Anyways, can anyone give me a progressive list of available storage with the advancement in command pods so I know how to balance the data drives?
  7. Game crashes on initial load-up with the new B9 version... It's OK when running B9 only (with stock), or stock and other mods, but apparently the new version exceeds the memory limits when loading with other mods (according to logs)...
  8. I'm having trouble loading the TreeLoader... Whenever I have it in my Game_data folder, the game just gets stuck-up after the loading screen on... the loading screen... The black-screen one, with the little planets rotating to the right, I mean...
  9. Just delete all the copies and re-download... Also, since you're using the SpacePort mirror, you can try the Mediafire instead... SpacePort tends to derp-out every once in awhile...
  10. Yeah, Kethane is still not implemented into the Tech-Tree, which means you don't get the parts, though you still get the overlay because that's a plugin... That brings about an idea/question... Can you tie-in plugins with researching specific nodes? Hmmm...
  11. Weird... 0.22 did some changes to how SAS works with torque, but I don't think it would be that drastic a change as to make stations fly apart... I haven't loaded any previous saves to 0.22 yet, so I can't say if it's repeatable... Here's a tip that can help when working with large, complex stations- ALWAYS make sure you have SAS off on the station when you're not flying it. Also, were you warping until you got close for physics to load, or just approaching it in real-time? Cause physics doesn't really agree with warp-time...
  12. The loading screen just stops when it gets to the kethane_generator part... Otherwise it's fine, loads perfectly well if I remove it (the generator) from the Game_Data folder...
  13. It probably won't be completely compatible with the newest KSP version... SAS stuff definitely won't work...
  14. You are talking about undocking in space, right? If that's the case, the game's collision detectors are pretty wacky... If you're using MechJeb, make sure Smart SAS is completely OFF (none of the autopilots are working either) and that you also have basic ("ship-board", the one not included in MechJeb) SAS toggled off as well. Only then you're actually safe to undock/dock as the SAS setting can get transferred to the other vessel (especially with MechJeb present on both), which will cause it to... derp out... Also make sure the ship you'll be undocking from won't be moving "towards" the undocked vessel. I know the orbit speed is carried over, but that's just another thing to go wrong. Best way to do so is to point your cargo bay/docking port parallel your prograde, that way neither will be on the same plane as the other... Quantum Struts do help in keeping payloads in place during ascent, as well as them "dropping" through the carrying craft; they also minimize wobble in space. They don't help in any way to stabilize a craft and keep it from spinning however... Using time warp when two vessels are on aproach of one another is a really, really, REALLY bad idea... Not according to Newbur and Munfry, but don't listen to them- it's how they got stuck drifting around Duna in the first place...
  15. Dear SQUAD, could you please stop it with the save-sensitive updates? I'd like to at least try to rebuild the original Hades Station before you blast it out of the sky again, thank you...
  16. Which engines are you referring to? Do you have MechJeb installed? If yes, check Throttle Control/Utilities (depending on version) and see if it has "smooth throttle", or any other options on besides to prevent overheats (especially stuff like preventing jet flameout or managing intakes)... Also, certain engines have different optimal altitudes, some are more effective at higher atmospheres, while other tend to flame out at even the 5-8km mark...
  17. I think the official update notes explain it sufficiently. That or the KSP Wiki... But basically, you have your attitude control, which before .21 was basically a generic amount of torque, now represented as your craft's ability to pitch and roll, and their effectiveness (the speed at which you pitch/roll). Here's a pic (you're real lucky I'm playing right now, else I wouldn't have bothered): The values you see in the description under "Contains Reaction Wheels" represent the attitude control capabilities of that pod, the higher the values the faster the craft will turn in that particular vector. You can add to those values by adding reaction wheels from the Control parts tab. SAS is used to adjust control surfaces on wings ho help with attitude control, instead of only using the attitude control capabilities of the available reaction wheels. SAS will now also employ reaction control thrusters and engine gimbals, a role previously filled by "Advanced SAS". The difference between a pod or avionics unit (or an Advanced Stability Control Unit, or what-have-you) and a straight up reaction wheel is that a reaction wheel is not equipped with SAS, which means that even if you have a reaction wheel on your ship, it won't have SAS capability (unless otherwise available). Since pretty much every pod is SAS-Equipped, you shouldn't really worry.
  18. Yeah, usually just a single control surface per wing works fine... Also remember- SAS now comes in two varieties- attitude control, which adds on to the pitch/roll capabilities of the craft and avionics ("SAS-Equipped" in the part description), which let the autopilot use the control surfaces for attitude control.
  19. It should be... Try applying the newest version, if you haven't already. Also remember that old saves may not work as intended with the new parts...
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