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jordanjay29

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Everything posted by jordanjay29

  1. All parts between habitable areas need to be passable. You can find this info by right-clicking on a part in the VAB. There should be a CLS info header at the top of the right side information that says if the part is passable. If the part can hold Kerbals (and is stock or a modded part made to work with CLS), it is also passable and habitable. If you have non-passable, non-habitable parts between habitats, Kerbals will not be able to transfer. Also, note that CLS adds open/closed states to docking ports to act as airlocks. If these are closed, you will be unable to transfer Kerbals. You can check this by clicking the CLS button in the upper-right-hand corner of your screen. Parts should appear green if Kerbals can live in them, yellow if Kerbals can pass through them, and red if Kerbals cannot move into or outside of the module. Grey modules do not allow passage. Docking ports are blue if open, fuschia if closed. If a part appears red that shouldn't, check the docking ports, and then check the parts between docking ports.
  2. Which mods are you using besides RT? I've seen some of those parts before, but not where to find them.
  3. I've noticed high density due to symmetry (usually 6 or 8 depending on the airbag size) will cause more harm than good when bouncing. The bigger airbags too close together will jostle and vy for placement, and wind up knocking parts off the main craft or making the bounce/roll take more time. I had to manually inflate/deflate a couple to stop from destroying my craft. This may just be WAD and be up to the ship designer to not place these airbags too close together. But it might be what pokeman was getting at.
  4. I've got a bit of trouble, for some reason my tech tree isn't installed properly. The Alcubierre drives are showing up at Experimental Science for a mere 1000 science. I know this isn't right, any ideas of how to fix it?
  5. I didn't think I wasn't. Just trying to get information so I can track when bugs are fixed and such. I was pretty close to hitting backspace once to clear a digit when I remembered that it would trigger my abort action.
  6. Is this perhaps the same bug that's causing action groups to trigger when I attempt to input numbers into a dialog window, like MechJeb?
  7. If that would have happened, I had backup saves. Also, I could always just stick with Lite or start with full from scratch. It's not the end of the world if KSP crashes once. Also, I did a bit of investigating on my own and matched up the radiators with their cousins from the lite version. That and one power reciever, and I was in the clear. A couple of ships have oversized receivers now, but I'll phase them out and replace them eventually. No explosions, no crashes, and KSP is happy as a clam.
  8. Has anyone successfully converted from Interstellar Lite back to this Insterstellar? I shamefully jumped ship when I thought this mod was going to languish, and now that it's back I find I'm missing some of the depth of the full version. I already added quite a few vessels, including many space stations and probes, with Lite parts and they get destroyed if I load up a save on the full Interstellar. I'm willing to edit my save file, I just need to know what to edit. Mostly I need to swap out the radiators and the power receiver. I have one power station in orbit that I'll lose otherwise, but I'm not too concerned.
  9. So if I install this, does this mean I can get rid of ORS from my GameData folder? Assuming no other mods are holding on to it.
  10. Oh, so that's what those options are for. Can you add something in the part's description for newbies like me? EDIT: You're right, the adapter can be bound in group actions. I meant to say the Service Decouplers can't, nor can the heat shields. Aren't those supposed to be detachable? EDIT2: The adapter's decouple action doesn't work for me. Its top node is attached to the service module, and I activated the decouple action in orbit when nothing else was attached to it, and it stayed on.
  11. I just installed this, and I'm having similar problems to others with the Service Module Adapters not decoupling properly. I'm using the top node which is insanely hard to place, but it doesn't seem to want to decouple. It has the decouple option in the staging stack, but not on right-click or in the action group menus in VAB. Perhaps a solution here might be to give the engines their own auto-shroud for use with other decouplers. I managed to get something working with a KW Rocketry decoupler, although it doesn't look as clean or sturdy as your adapter, it at least decouples properly. I also noticed that the fairings are crooked by default (this may be my install somehow, I've noticed a similar problem with some of KW's parts), I have to turn them to get them to attach. Also, they're a bit too long at 3.75M for some reason, they extend beyond the Service Module Adapter.
  12. Any chance of auto-disabling Trajectories when the orbit does not enter the atmosphere?
  13. Having a couple problems with KW: The default alignment for the Griffon Century stabilizers/winglets are turned 90 degrees from the proper attachment node. They're so out of whack, in fact, that the Griffon Century will not accept them as attachments until they are turned. The 3-2/2.5-1.25 conical adapter decouplers are not long enough for KW's own engines, such as the 2.5. Placing the decoupler over the engine results in the bottom of the decoupler hitting the bottom of the engine, and melting the two together. The only way I can get them to work is by placing the decoupler below the engine to create the auto-shroud, which is the opposite of the decoupler's purpose.
  14. Agreed, but it's a similar issue to one I'm having. I'm having trouble leaving Kerbin's SOI because I don't have powerful-enough equipment to do it. I can get a small science station in orbit, but then it becomes useless after one experiment (plant) since I don't have the funds or engines to lift the heavier components into orbit. If I could repeat the small experiments in Kerbin's SOI a few times, I could unlock the better engines which would allow me to head to Duna or Eve and fulfill contracts there. That's just my playstyle, though. I know there are ways around it, but I like modeling the LEO science progress in KSP.
  15. I've figured this out so far. My problem stems from the lack of visible nodes on the petal adapter, I find it very difficult to tell where each part is going. I finally got it to work, but I had to build the lander as the root part, which does give me some headaches if I forget that fact before a launch. That graphic should really be included on the OP, btw.
  16. I'm kind of sad that the inline radiators were removed from the full Interstellar. Those were pretty useful for keeping a craft looking nice and slim.
  17. I'm having some trouble with assembling the petal adapter. I can't seem to fit my lander into the proper node so it will decouple on the second button. I always either seem to get it in too low, so it gets stuck, or too high so it decouples with the CSM. I've tried building the lander first, then the CSM on top of it, to get the petal adapter to lock low enough (otherwise it just tries to attach to my CSM's engine and decouples everything on the first button. Can we get some assistance with the nodes on the petal adapter? It doesn't seem to be very clear where the attachment points are, which makes it hard to debug a launcher in VAB. I've wasted too many funds on test vehicles so far.
  18. Can't believe I overlooked this mod. What a great concept, I shall have to try this out in my new 0.24 setup.
  19. That's ridiculously huge. I'd rather use a radial part and a small engine than have to build an oversized lander just to get goo samples from the surface.
  20. I want a picture of the Asteroid babies. Would a C class asteroid spawn B or A size babies?
  21. Oh, yeah, don't worry about it. It was just a bad reading day, not anything you did (or didn't do). Any news on models or updates?
  22. This looks interesting, but you've added a whole bunch of mods I don't care for. I hardly ever play with the sound on anymore, so Chatterer and Sountrackreplacer would just wind up talking to a wall. I'm not sure about Hot Rockets/Cool Rockets, could be nice, but I'm wondering if the effects are worth it. I probably won't install these mods, but instead use your mod to replace the things I do use. Sorry, I'm kind of half-assing it, but I also have several other mods installed that are making my game choke on memory. C'mon, Unity 64 build, c'mon!
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