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Mokmo

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Everything posted by Mokmo

  1. I get that sometimes it seems the just-detached probe can't connect to anything...
  2. I'll just put this little story here: I had to remove the stock radial ModuleManager configs when i tried to land a probe on Duna that had the Stock radial parachutes installed before Realchutes. The deployment delay was a bit too slow for it.
  3. I'm not ure if my situation is because of the mod or my low fx settings, but my Skipper and Mainsail engines have actually lost their effects. The LV-T45 works just as advertised though. EDIT: And a restart fixed it it seems... Oh well
  4. Main reason i have it do everything, so i can do everything else...
  5. I think you're the guy to which i replied "KW has antennas?" on the KSPTV chat. Saw your thanks message, seems my question answered something.
  6. This looks like a great little tool, will try it tonight. Is there a part for "alt high" ? I am looking for somethnig that could extend my solar panels once i'm high enough that they don,t break (and i don't forget them like i almost always do). EDIT: The video told me all i wanted to know SOLD!
  7. It's a bug that's been hard to pinpoint i think. Unload both ships (go to another one far from both) and it should work when you get back to them
  8. Thing about MJ once it reaches apoapsis really precisely (about 25 m or so) on ascent so it jitters to compensate for atmo losses. Anything large needs to have smooth throttle turned on at that part.
  9. Basically somewhere leveled with the runway that won't get cleared then the next airplane loads.
  10. The song is is basically some "bamboo wind chimes" played over "Bathed in the light" from the KSP soundtrack. So basically you're in space it'll play at some point... It's on Amazon you can hear a snippet. No sample on Youtube, strange thing.
  11. Do you have a file called Remotetech_squad_probes.cfg in your gamedata/remotetech2 directory ? You also need modulemanager installed. Modulemanager.dll in your gamedata directory. If it's not a stock probe body, there's some cfg edit to do.
  12. So your Ram probably runs out because of everything else you have at the same time.
  13. Two different mods were made based on this: Laztek's and the Dragon Rider. The first is part of the SpaceX pack and doesn't seem to be updated much since 0.21. The second is currently on the backburner (still flies in 0.22) as the author, Cardboardboxprocessor, is also working on the Kosmos parts pack and other projects.
  14. The way you describe it, you might be playing in the outskirts of the Communotron 32's range. The triangle between the three has about 6000km per side.
  15. Every non-stock probe body will need some edits (modulemanager is perfect for this and you can keep the cfg with the other remotetech files). Simply because they don,t have the SPU. Apart from that, You might have a throttling issue with MechJeb's autopilot, it can be changed with a cfg edit mentionned in the thread. (Was something wrong in your install ? 1¼ hours between posts seems urgent...)
  16. The signalmen at the door of the VAB constantly hit their head with their signal wands...
  17. What do you mean, this looks exactly like my game... (lololdmachineftw)
  18. This is the old Remotetech. This thread is for the new one by Cilph (Which btw does not have a 50Gm dish).
  19. backup your saves. Every mod you put in, every mod you take out.
  20. I got that often on separating ships, load another ship that's off grid and come back, it should work.
  21. Ok Quick Troubleshooting Satellite: Does it have enough power to run everything ? Is everything activated (2x 88-88 + Communotron 32) ? Lander: Same questions at Satellite + Is the antenna saying it's active on a right-click?
  22. They remind me of a ion-electric engine pack that i can't pinpoint right now, mostly because it looks so much like LLL's parts...
  23. I want to send a Christmas tree to Minmus!
  24. The amount of 2001: Space Odyssey references in the science results around Jool is too darn high
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