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jordanjay29

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Everything posted by jordanjay29

  1. @MKellerBR You can also notify the CKAN people in their thread, who will direct their bots to auto-pickup KSPRC's spacedock releases.
  2. Ogre. Because Ogres are like Onions. And because NASA loves their acronyms: Orbit Gaining Retrievable Environment.
  3. That's pretty restrictive to the user. The description could do to be tweaked to hint at that explanation, or the capacity upgraded to reflect the description (and let the user decide how crowded to make their stations).
  4. Cool mod, I hope to see this in 1.1.x. One question, is there a reason you increased the heat index settings by a factor of 10? Wouldn't 30, 40, etc be sufficient to indicate percentages?
  5. I'd settle for grab-able colliders to approximate the same results.
  6. You do. The MM plugin is the workhorse, yes. But it needs configuration files, like the one Cx provided in his OP, in order to change things. Open up your Connected Living Space folder in GameData, and you'll find configs for many different parts. You can drop the file he posted in there, or put it in the CxAerospace folder, it doesn't matter. But you need his file, and the MM plugin, and CLS, to make it all work. Assuming you have CLS installed, and the MM plugin you mentioned, you just need his file.
  7. Bingo, it just got missed. Easy fix, though, just a comma and a part name copied in. Easy enough to do while I wait for the next version.
  8. I'm having a problem with the Half hex truss and Connected Living Space. Even with a crew tube setting, CLS doesn't want to recognize the part as passable. Even with CLS' optional passable parts setting turned on. This seems to be exclusive to the hex half truss, all the others work just fine with crew tubes. For some reason, the half truss, launched, thinks that it should have fuel even though the model is the crew tube. It shows me a fuel status indicator on right click, which is, of course, empty.
  9. @cxg2827 I noticed the CLS configs didn't make it into a release version. I copied what you have from the dropbox file into my configs, but just FYI.
  10. They have specific docking alignments. You'll have to place the APAS ports together so the outer bars connect (the inner flaps align without colliding, too, but that's harder to see once the dock is in place). CBMs connect the little prongs inside the big prongs. If you have the Docking Alignment mod, or another one similar, you can help yourself by checking your rotation angle. The ports will never dock at an angle not divisible by 90 (there's some wiggle room, so 359.8 is close enough I've found). You can sometimes visually align the CBMs so the prongs will mate as soon as you connect, the APAS is a little harder and takes some rotating back and forth to get it to click. Make sure to extent the APAS' Active docking mechanism, soft-touch it and then retract it so that you're locked in. Then you can rotate a little around those outer bars until they line up just right. You can also follow the instructions in this post to tweak the alignment angle tightness.
  11. Man, just when I've sent my probe to Dres, someone makes it more awesome. I may have to wait until I start a new game for this, but I love this mod idea.
  12. http://www.nasa.gov/home/hqnews/2006/aug/HQ_06299_Orion_announced.html
  13. I did. It mostly fixes the problem of engine sputtering, but still lands with terrible inaccuracy (my latest is 6 km away from target, good thing I have a rover).
  14. So is there a possibility to rescale either one (stock or CMES parts) to make them compatible?
  15. What does this mean as far as stock interoperability? Is the SLS at 3.75m? 5? 7? Basically, does this align with KSP stock sizes or are they slightly bigger (or all bigger)?
  16. Most of the Orion mods are part of SLS reconstructions. And far too many of them are shiny like no Orion capsule will be. I think too many people want them to be a bigger Apollo capsule, instead of the matte black it is (and yours reflects that well).
  17. This is the first Orion that looks Kerbal enough! Thank you. I shall watch this thread with great interest.
  18. Probably, I just kind of wanted some heads up that I'm adding planets. I'm totally fine with changing existing planets, but I just want to make that conscious choice to add them or not myself. Now that I know KSRPC adds this, I can make the conscious choice.
  19. Proot, my KSP is showing a new planet, Sorion. The only thing I can think of that mucks with planets is KSRPC, which adds Kopernicus, something I never had before. Yet I can't find reference to it in the Renaissance info here. Was this added by KSRPC and is it intentional?
  20. I just really want someone to make that SIGINT model into a gigantic Remote Tech dish for Kopernicus extra-kerbol systems.
  21. Bingo. Airlock was borked. Thanks. Now to see if I can fix it or replace it.
  22. I failed. Here's the screenshot with the details of the command pod in question. There's nothing between its bottom node and the structure fuselage. http://imgur.com/PhuLXFv I made a simple CLS config for the pod with strict passable, no special nodes or restrictions. I also tried this with a MK3 cockpit (rear door to the fuselage) with the same results. Crew transfers fail, and even Ship Manifest can't brute force it. I haven't configured CLS to use optional passages, though, maybe that's the problem?
  23. This might be my issue and solution. This I can do. I'll give it a try before throwing up the screenshot and part names.
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