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jordanjay29

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Everything posted by jordanjay29

  1. I'm happy to see this is still alive. This is still my favorite station parts mod.
  2. I'm having trouble building a vessel (something akin to "The Martian"'s MAV) which connects a mod (Super 67) command pod to a structural fusulage and an airlock part from a station mod (probably HabTech). The airlock and command pod are showing up as two distinct living spaces. I'm unsure whether I need to be building my craft a different way or if I need to edit parts. If I'm in the wrong place, please point me to the right one.
  3. I was having a hard time finding this mod after catching a glimpse of it a week ago. Might want to add 'dock' or 'docking' somewhere in your title so it's easier to find, esp. on CKAN. I love the idea, and I hope you or other mod authors will add in support for more docking ports.
  4. Awesome. I can be patient, I have my docking ports fixed for now, that will hold me.
  5. These remind me of Fusty's parts. Very cool, I was looking for some decorative station parts (I love HabTech, but the parts are just bland). Are you planning to support CLS? I've edited the docking ports right now to allow my crew to pass through them, but I haven't built a station yet. When I do I expect I'll be adding those parts to my CLS config I've started, unless you beat me to it.
  6. I was having similar problems. Double check that your Module Manager is at the updated version.
  7. I just tried, with USI Survival, ASEP Props and Raster. The textures are a little odd and the heat shield is doesn't load. But parachutes work and everything else seems okay. So long as you don't need a heat shield, it's fine. Personally, I think the engines are overpowered, and I'm not a fan of the integrated solar panels, that feels like an easy shortcut that degrades the quality. But it's a cute little capsule, and the docking port is compatible with the one from HabTech, so all in all not bad. This should complement Taurus HCV very well once it's released for 1.1 again.
  8. KSP folder > saves > (profile name, e.g. "default") > persistence.sfs Make a backup before you do anything.
  9. Except KSP doesn't model orbital decay above atmosphere.
  10. That's funny how close to the real world that was, at least for Apollo. The onboard computer was originally designed to calculate the final Lunar insertion burn on its own, but NASA later decided to calculate it with Earthbound computers. It was too late in the design process to change the computer, so it was bigger and heavier than it needed to be for the mission.
  11. Perfect! I just got anther "Plant the Flag" mission, so I'll be able to to test it out when it happens.
  12. It flips off instantly. It also stays off when the lander is ditched. Regular docking ports. Beautiful! tjsnh, did the Pilot requirement get dropped for lander missions yet? I noticed that only a Pilot could plant the flag for it to be recognized.
  13. I was talking to someone the other day about this very thing. He mentioned how much he struggled with just the stock game and was amazed I would "put [my]self through" the trouble of RT and other mods. Then I told him I've been playing KSP for 2 years, and I need something to slow down my progression, otherwise I'll just wind up running sandbox and building the biggest ship I can, flying around the solar system, and then never play again.
  14. Nothing related to Advanced Progression in the debug log once I dock. EDIT: The contract still fails when I return. Not transferring the Plant the Flag parameter success is likely the issue. EDIT2: I just completed a Kerbal Duo contract, so they're definitely not all broken. I think it's seriously the Apollo-style docking that does it.
  15. Latest library via CKAN. I'll try the docking again and see what log I find.
  16. Here, I took some screenshots (for the Minmus mission, but same difference) that shows what happens. Even the docked return capsule loses the Plant Flag status. http://imgur.com/kPTDiUS,OgK5GVD,nzDber3
  17. That's odd. I noticed the Plant a Flag parameter completed once I sent Jeb to put one out, but by the time I got docked, and returned the capsule to Kerbin the Plant the Flag was unchecked. I do de-orbit my Mun landers before I leave Munar orbit, perhaps this is why?
  18. Spamming siesmic? It happened on my Mun and Minmus landing missions. When I would arrive at a biome, land, all experiments would deploy as normal. Siesmic would run twice initially. Then after returning a Kerbal, it would run again several times, repeating about 5-10 seconds after I clicked the Discard button on the popup. If I select the Keep button, it would stop. This would also happen for Gravioli (more often, as it could run in orbit).
  19. It's set to 2 (I assume the limit you speak of is the cutoff number).
  20. I can reproduce it, my siesmic scan (and now Gravioli Detector, that's even stock!) goes crazy unless I store it permanently. I'll debug next time I send out a craft.
  21. Noticing a few things: With DMagic, ForScience will continue spamming many of the science experiments until I get fed up and just store them (preventing it from running the experiment again). Seismic scan seems to be the particularly obnoxious one, but I think I had it happen with one other (if it happens again, I'll post here with what it was). EVA reports and surface samples from the ground can happen while on the ladder, breaking immersion. The Restrict EVA option doesn't seem to make a difference. I'm also a bit frustrated that all the experiments pop up their window when I have the option to automatically transfer the results to a container. It was confusing at first, because I thought I had to save them in order for ForScience to store the experiment, but it seems to be doing it automatically. Can that be changed, so that either the pop ups don't occur, or the science isn't stored in a container until the experiment result is stored (allowing the player to discard or transmit it immediately instead).
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