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Mokmo

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Posts posted by Mokmo

  1. Battery indicator started showing on my Graphing calculator display. Thought i might as well get a backup done as i didn't have AAA batteries handy. Got most of it done, calculator ran out of juice, went to get the right batteries before the lithium cell could run out (almost at its max age...) to finally finish the thing.

  2. Is 1.5m the maximum size for the bases? The imgur how-to album shows large 3m fairing bases. With only 1.5m max size it looks very funny having a larger lower stage.

    Are you in carreer mode ? Because that's how it behaves in it.

    In career mode, minimum and maximum size is limited by tech. You won't be able to resize bases far from 1.25m at first, but as you unlock new aerodynamics and construction tech larger (and smaller) sizes become available.
  3. There are two different options for them. You either use a mathematical formula to determine the correct time (which will be off because it doesn't take into account inclination), or a model of the system. The model is more accurate, and goes up to 100 years starting from Day 1.

    Honestly I would only use them as a rough estimate anyway. Alexmoon's Launch Window Planner is far superior for accurate planning.

    AlexMoon's planner is pretty good. MechJeb will stick to transfer windows closer to the Formula.

  4. I need some help getting this to work.

    Config here

    I have no idea what I'm doing wrong.

    EDIT I ahd no idea what i was doing, 4am comments are bad. So i'll repost ExplorerKlatt's code for his first part so Sarbian can give us his opinion. (the config was for the 2 Kethane converters, showing only the first as it's basically the same with some values changed)


    @part[kethane_2m_converter]:FINAL
    {
    Module
    {
    name = KethaneConverter
    InputRates
    {
    Kethane = 4.5
    ElectricCharge = 12
    }
    OutputRatios
    {
    LiquidFuel = 1.53
    }
    }
    MODULE
    {
    name = KethaneConverter
    InputRates
    {
    Kethane = 5.5
    ElectricCharge = 12
    }
    OutputRatios
    {
    Oxidizer = 1.87
    }
    }

    MODULE
    {
    name = KethaneConverter
    InputRates
    {
    Kethane = 4
    ElectricCharge = 21
    }
    OutputRatios
    {
    MonoPropellant = 1.85
    }
    }

    MODULE
    {
    name = KethaneConverter
    InputRates
    {
    Kethane = 4
    ElectricCharge = 8
    }
    OutputRatios
    {
    XenonGas = 2
    }
    }
    }

  5. 0.18, the demo (is it still that version in demo ?)

    Played a few hours, got to the mun with the help of a few tutorials, saw the huuuge possibilities of the mods and just decided to get this.

    Been over a year (end of april) and this will probably be the best return on investment i've ever done on a game.

  6. So if i delete the KSPAPIExtensions.dll that has alower version number (Procedural Parts' in this case) normally everything should work fin ? i'm geting some issues from PParts right now and i think it might be it (You're on 1.4.1 and they're on 1.4.0.2)

    EDIT: And now people on the Procedural Parts are saying that it will only break the other mod... ugh it's confusing.

  7. So I installed Procedural Fairings, unlocked the parts, added the parts to my ship and... nothing happened. The procedural part didn't kick in. I'm not seeing any errors in the debug logs, I'm running 23.5, and Procedural Fairings is the first mod I have ever installed. Any ideas? :(

    Welcome to the forum.

    So you've installed it right, it seems, as you got the parts.

    By "the procedural part didn'T kick in", do you mean the walls weren't generated in the vehicle assembly building?

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