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Mokmo

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Everything posted by Mokmo

  1. I was in the process of redoing my sig with the change, but is seems your password retrieval doesn't work (Username Mokmo)
  2. Toolbar support... Tells me to delete the dll because the MechJeb build (218, today's) supports it. But no icons show although i kept all the image files, so where should they be ? EDIT: They're in the full pack! I only fetched 218 dll ! Problem solved
  3. Lol i just saw this, seems i loaded the page, decided to post about the problem about 45 minutes later, and then not even look if there were new messages. I feel silly, i'll blame it on the fatigue...
  4. My weird behavior from the chutes: using the inline chute, somehow a setting gets lost and only one of the two chutes fully deploys at 700m, the other one stays half deployed until the ground. I am not sure if it's only the graphics, the pod lands at a normal-ish speed...
  5. *Goes to Dres, looks at RPWS and Magnetometer Results* I see what you did there...
  6. i used them first on the new Big Boosters in the ARM pack, and they get lost in the texture it's a bit annoying. Also they require a lot of turning around, seems the surface of attachment isn't the right one...
  7. Thanks, I didn't notice ialdaboth was also on this. It's nowhere on the links in the first post, so thanks for the answer
  8. Ok, i downloaded a file with a ModuleManager 2.0.1.dll file, i did ask in the thread where it came from but it seems to be mentioned elsewhere. Is this some old version numbering sytem? The file i got (off SpacePort!) is supposed to have been rebuilt for 23.5
  9. Hey i had a quick question: While opening the zip file, there's a "modulemanager 2.0.1.dll" file, but the most current one is 1.5.6 . Where does the 2.0.1 file come from? Edit: 2.0.1 is the updated one, but it wasn't changed in the main post of the modulemanager thread.
  10. I suck at running nodes. I did rendezvous with an asteroid in the first hours of the ARM pack, when MJ wouldn't work, and it reminded me how painful it was to time myself right for a node... MJ runs my nodes, gives me readings so i don't have to switch to mapview all the time,
  11. Used the modulemanager thingy, now it acts like the KSPX escape tower, except the burn is much shorter.
  12. Am i the only one noticing the escape tower doesn't have an integrated decoupler ? that thing is heavy even when empty, makes the pod lean forward...
  13. i think this is the prank i fell the most quickly to today. Half the day left but still.
  14. I barely went through the thread, but i just hope there's a way to make a "mini-klaw" so i can make a Rosetta mission equivalent Obviously trying a rescale will be the first thing i do
  15. The Joint Reinforcement mod did miracles for me. Saw the wobble start and subside where the station would've blown up already...
  16. I don't do a lot of these, but i use heavens-above.com to find satellites that should be bright enough for me to see in my small town. ISS being one of them, but not always the brightest. I'm glad the council has a light pollution reduction bylaw in the works. We used to be able to see the auroras... EDIT: you also get the predicted brightness magnitude, very helpful when you want to see it with the naked eye.
  17. Saw pictures of the original thing, and i keep thinking you did a great job on the accuracy
  18. I added an extra docking arm to my station. And had to slip the ship (with extra maneuvrability arms lol) in a tight space.
  19. I need to thank you, Ferram, for this station would never have even been considered before this mod came to be. I made a prototype in Kerbin Orbit then sent another one in Munar orbit. Those arms would have been prohibitively wobbly with all the ships connected to it...
  20. Seemingly dumb question: How does one make a camera that goes on the Dock assignation ?
  21. Came here to make suggestions, i see one (action group to activate/deactivate detection on altimeter part) and as another user had suggested, something to act in case the electric charge gets over/under a certain level.
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