Jump to content

sojourner

Members
  • Posts

    923
  • Joined

  • Last visited

Everything posted by sojourner

  1. I thought this mod only worked in the VAB, not sure how it would help with the docking bug?
  2. Went through his last 5 blogs and found nothing regarding the tech tree. Skimmed the titles of more than that and saw nothing relevant. ETA: ah, found some relevant posts in this thread: http://forum.kerbalspaceprogram.com/threads/44915-About-the-Tech-tree?p=589954#post589954 The gist of it is that mod parts will have to have new entries in the part cfg files assigning them places in the tech tree for them to show up in career mode. They'll still work in sandbox just fine though.
  3. I'm not sure how the repair function is going to work. If a leg breaks, your craft falls over. If you repair the leg is the craft going to magically right itself?
  4. I recognize the fustek parts on the left side of the craft, but what mods are those for the bits to the right of the central fustek module? Namely the engine/tanks/framework?
  5. Struts. Don't know how many ships I've rushed to the launch pad before strutting it together.
  6. Gamedata/selectroot/ is where the dll goes by default when you extract it. Not sure how yours ended up in the root of ksp.
  7. Now, how hard would it have been to put that in your first post so we had some idea of what you were planning?
  8. Discovery channel has a dramatization coming soon of the events. Saw a commercial for it the other day.
  9. It has higher ISP than the LV-Ns, plus reduced part count. Works for me. It's also down right sexier to look at than a bunch of LV-Ns.
  10. Is r4m0n really back? Haven't seen him post anything since the one post in his thread a few weeks ago.
  11. Hey Talisar, I have an idea for a command pod but not the skills. Maybe you'd be interested in it? The intent was for this to be a 3 man pod that looked a bit different than all the apollo style cones we've been getting. I also wanted something that would work well for a lander. The rough images I have here are of a 2.5 base and 1.25 nose to match stock parts. Anyway, take a look and feel free to use or ignore as you see fit: (click on the thumbnail images for larger views)
  12. Where do you see this new build? the latest I can find is sept. 23rd.
  13. You're going to have to be more specific with your problems if you want us to help solve them. What are you doing exactly and what is not working right?
  14. This doesn't describe the behavior he's getting with the batteries though. Even if the AR202 is drained it shouldn't go dead if there are still batteries on the craft with charge in them. At least not in my experience. As long as you have something on the craft that still has some stored electric charge or is generating enough charge, everything that uses energy should still run. Having to move electrical charge around like fuel smacks of something wrong.
  15. Wait, why are you having to rightclick on batteries to "refill" the ar202????? This is the first I have ever heard of this type of issue, it should pull power directly from the batteries without any intervention from you. It sounds like you may be using some other mod that is interfering, the fuel balancing mod perhaps? I have used the AR202 since version 1.9.8 of Mechjeb and never encountered an issue like this. It's something on your end.
  16. What mods are those? (the tanks, antenna, engine)
  17. Heck, it works pretty good for me without practice launches. Oh, and another reminder, ongoing Mechjeb thread is here: http://forum.kerbalspaceprogram.com/threads/47317-MechJeb-2-Patch-test-bed-release-%28September-9%29 This thread is dead.
  18. Short answer, remove the old versions you have, install the new version from the link in the first post of thread.
  19. No, that would be a step in the wrong direction. As I said before, I don't think it's intended for use when targeting planetary bodies. You can just use a hohman transfer to do it. You'd get the same results as "canceling on SOI change" anyway.
×
×
  • Create New...