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Honeybadga

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Everything posted by Honeybadga

  1. Argh, please don't get rid of disabling signal delay... pretty please?
  2. Doesn't have to be on by default. Not that I have a qualified opinion on the matter whether it's doable or not.
  3. On the other hand there is an option to disable signal delay... which I'm thankful for because I play without it *Crawls back under the rock he emerged from*
  4. Did you try deleting the parts you don't wanna use?
  5. In other words, the Atmospheric Trajectories mod will eventually become obsolete for MechJeb users? Another quick question about that entry from the v2.5 changelog: Moved DeltaV simulation to use KER code Does that mean we can get those same precise node burn timers that KER is already providing? I'm asking because this is one of the main reasons I've been using KER next to MechJeb. That and KER's impact biome indicator.
  6. SmashBrown is right. Nertea, your stuff is pretty badass. Thank you for everything.
  7. Would you guys consider overriding the resource insta scan mechanic in 1.0? Or maybe you already have something in the works regarding that? Roverdude just told me in twitch chat that this is the right place to ask for this. Quick word of appreciation: Your work is enhancing the living crap out of KSP. Thank you!
  8. Is there a way to use the fuel pump on the different subtypes of all those B9 adapters and fuselages if a subtype with LFO or monoprop is selected?
  9. Sorry about necroing old threads but I just wanna know if this was adressed during v1.0 development.
  10. Did you start a new career game? If yes, you need to upgrade certain buildings at the KSC in order to get patched conics.
  11. That's what I was not aware of. Thanks again for the clarification. I don't think that I'm confusing terms, I know the difference between stack, radial and cone chutes.
  12. OMG, you just blew my mind! Thank you for providing a way around using kOS for stuff like this.
  13. Great! Thanks a lot for the clarification. I'm getting the idea. I was already making sure that when configuring the chutes, only the module that I wanted to land was in the editor. So, when I set the total number of chutes to 6 in the settings of all the different chutes, does it take into account that the max diameter of a stack chute is not the same as a radial one? Just asking because what I'm thinking in my simple mind is that the system might assume that I'm using 3 of those big stack chutes instead of one stack and four little radials.
  14. When I customize the main chute and it tells me that the craft is too heavy, how do I balance several chutes together so I don't have either overkill or too little chutes on the vessel? For example if I have one stack chute and a symetrical set of 2-4 radial chutes, when I do apply settings for all of them with the default deployment speed of 6m/s, I end up with an overkill setting. Also, what is the secondary chute setting? Is it only relevant for combo chutes?
  15. Will this dev version render either crafts or previous map scans from the stable version useless?
  16. I see you've readded Near Future support in v0.99 but I don't have NF in my filter settings. Anything I can do to enable it? Would like to enable capacitor output in filter settings.
  17. My toolbar disappeared from the KSC scene and from the tracking station and no, it's not set to auto-hide. How do I get it back without resetting everything?
  18. I've just tried it but it's not working. However I'm using the B9 MK2 2m Cargo Bay, not the stock one. Indeed, it seems to be a problem with the transition from the SPH to the runway as I've already demonstrated in my other post. Thanks for the input.
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