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HerrGeneral

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Everything posted by HerrGeneral

  1. Wait, someone gave the ASET treatment to the Mk3 cockpit? I wasn't aware of this!
  2. I think if you enhance it too much it'd look weird, though. Look at the Moon in the daytime sky sometime- it's very low contrast with respect to the scattered background, and blends in fairly well if you're not looking for it. I would really like to see an enhanced, sharper terminator though- the current one on airless bodies is very diffuse and undefined, although this is kind of a side effect of how small Kerbal celestial bodies are.
  3. I feel like it'd be rather unnecessary to do the Mk1-2 pod since the ASET guy did such an amazing job with his own version. I'd like to see a Cupola and Mk3 cockpit though!
  4. I tried moving it into orbit around the Mun and it doesn't work there either. I wonder if that particular vessel is just bugged?
  5. Hmm. I'm attempting to transmit the data from a full Interstellar science lab (the one that can hold 1000 science and 10000 data). However, the antenna just keeps going to 100%, then restarting from zero without stopping- it doesn't actually give me the 1000 science. I've tried aborting the transmission, leaving and coming back, and a few other things- but it still won't work. The ingame log says this: " [Error]: [R&D]: No Science Subject found with id sciencelab@Kerbin "
  6. Good to know. For some reason it randomly fixed itself when I swapped fuels, even though that shouldn't have done anything since that kind of reactor shouldn't be able to swap fuels. Whatever. I'm not complaining if it's working.
  7. I hadn't pressed the Swap Fuel button (it doesn't even work anyway.) I'm just trying to figure out why the generator isn't recognizing it- the reactor itself is running fine and producing thermal power, but the generator just tells me that there's no reactor available.
  8. I have a standard Thermal Electric Generator (of type Brayton Cycle Gas Turbine) attached directly to a Gas Core Reactor. However, the generator just shuts down instantly, and claims that there is no reactor available- and cannot be started again. The reactor itself is running just fine. What gives? Here's a pic of the craft in the VAB.
  9. You can click (or double click, I forget) to move the camera around, in the same way that you can click on windows in a lot of the stock pods to look out of them.
  10. I feel like you could use a little bit of those triangular flat areas in the Mk1 control console for a little bit more- they look a little bit strange when the rest of the console is crammed with buttons and switches and displays and that area is totally blank.
  11. Actually, technically it's UNpainted Orange is the natural color of the thermal insulation used on the outside of the tanks- by not painting them, they can save a few hundred kilograms of weight. The Shuttle tank was painted white for the first two launches before they realized they didn't need it- looks like they're taking that lesson to heart here as well.
  12. If I could download only the Gemini capsule from FASA I'd totally do it just for this mod, it looks incredible. I think the Gemini uses a lot of special adapters and such though so it probably wouldn't work too well.
  13. Maybe it's because I just got back into KSPI after a long time, but I seem to be having an issue- the Closed Cycle Gas Core engine drains all my electric charge almost immediately. I assumed that it would act as a reactor and provide electric charge/megajoules even if it wasn't acting as an engine, just running without producing thrust- but even when not activated it just drains like 4000 electric charge in less than ten seconds. Am I fundamentally misunderstanding how to use it? edit: perhaps it's because of the cryostat requirements for my liquid hydrogen tanks, I didn't think of that
  14. It appears that a Kerbal on EVA cannot retract the combined wheel/landing gear if the vessel they're attached to does not have a probe core. (I also apparently can't dock to it either, no matter how much I try.)
  15. Huh. My rover, using the modular (not fixed) wheels, keeps yawing to the left uncontrollably when stopped. It starts very slowly, but if I let it go it'll spin itself to pieces. This is on Minmus.
  16. I'm curious- do these reactors work with the Interstellar Extended mod? I assume they probably don't, because those are much more specialized, but I figured it's worth asking.
  17. Can I request that the cockpit of the rover be seperate from the wheels/trailer? I'd like to use it for an in-space SEV type of thing.
  18. I feel like the IVA would do a little better with a bit more texturing than just a solid green color- the IVA is kind of important for a part like this.
  19. That smoke texture with orange in it is really visually cluttered and frankly kinda ugly- plain grey would work just as well, and the "flame" from an explosion might be better done with dedicated "fire" particles instead.
  20. Nothing showed up in the output log. I just remembered that I'm using the 64-bit workaround on Windows- that might have something to do with it. I'll give it a shot with regular KSP and see what happens. Also it's kinda hard to turn on the RWR when the weapon manager window doesn't work
  21. Right, so I'm a brand-new user of BDArmory and just installed it yesterday- I've been playing around with it for a while, and have a couple questions. 1. The Weapon Manager seems not to work most of the time? I click the button on the AppLauncher, and it just tells me that the WeaponManager can't be found- even though I clearly have one on the vessel. I've tried launching the vessel with it armed, disarmed, in guard mode, not in guard mode, and fiddling with the settings and the result is the same. Sometimes it seems to work randomly, and I don't know why. Am I missing something? 2. How do I lock targets? The tutorial video in the OP says that I can do it by selecting a target the same way you'd select a target in normal KSP- but this doesn't seem to work, the missiles I fire don't lock. I have a HARM attempting to hit a SAM site, and being an anti-radiation missile it should be able to lock the radar. If Guard Mode is on it sometimes works, but I'd prefer to do it manually.
  22. Honestly I feel like the fog/haze is still too thick- it may just be because I'm used to vanilla KSP's "no haze at all" and I'm able to see so much farther, but with the haze it feels like I'm flying through a cloud bank- and from orbit it looks like the entire planet is covered by an ocean where the mountains stick out like islands. What does it look like if you turn it down?
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