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GavinZac

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Everything posted by GavinZac

  1. Getting an odd bug where the game decided to stop rendering anything at all because of failing to load a planet - oddly, Eeloo; and removing this mod fixed it. Will try to reproduce with logging to be more helpful.
  2. I think TTNeverUnload doesn't work at the moment.
  3. Hey Chris, I only have 4 RealChute parts in the VAB. I know this is normal, just thought it's been a few hours since someone pointed it out <3
  4. While it's for normal flight and not spaceflight, here's a job spec that somewhat explains the role of a Flight Operations Specialist.
  5. Hmm. What's their policy on online connections? I know a few mods do a simple GET to check for updates and such; is it permitted to *send* also?
  6. Is it possible to get this to write outside the Saves directory, via config maybe? Just imagining it outputing to a Dropbox folder.
  7. No, it's not possible. That's the reason I made this. In fact, it's in the very first paragraph of this thread.
  8. Added RLA stockalike pack, and the KDEX. More RLA stuff tomorrow. File and description updated.
  9. Yeah sounds useful in the event of wanting to add a little booster to an errant probe or something. Nice, will do that too, tomorrow (it's 3AM)
  10. Those are already moveable in KAS by default (addModule.cfg), and I add a couple more of the semi-realistic ones - by using the pack, only the very large "drop dead on the spot" wheels are not included. I'd intended dockingPort2 to be in there too, it is now. Thanks. The other 3 are not really surface attachable - the clampotron snr is massive, the inline clampotron is... inline, and the shielded docking ports... well I guess there's no harm. I'll throw that one in too. Updated.
  11. argh! I'll check it by hand. Leson learned: do not fear the robot uprising, they will be missing brackets. It was each one before a comments section. The code seems to have been commenting itself, which is a dirty, filthy habit. Should be fixed now.
  12. The window wouldn't show up if that was the case. I presume he's got the modulemanager config that adds the module to the part.
  13. Update: Fixed a problem with the last update added DMagic Science parts added (some) FASA parts. Part count now at 257 individual modifications. FASA was, as I thought, mostly rocket bits, but there were some extra bits and pieces and probe stuff. I've been less stringent with this one as some of the parts seem intended to be non-surface attachable. I don't have experience using this pack so it should be tested. Probably won't kill anyone that is not green.
  14. Cheers, generator must've messed up. Will fix it now. Edit: Fixed now.
  15. Because it has to add Life Support to the command pods. The alternative is having to replace your original command pod files, which will break every time you update, and have threads full of people saying "can you add TAC support?" much as they do these days going on about RSS support.
  16. Yeah I haven't managed to get anything from Moho or Eeloo yet. Moho is too close to the sun, and Eeloo is on the other side of the sun, slowly making its way around.
  17. 1. 85 degrees or 95 degrees are the usual back-of-the-hand calculations. There's a thread about this mod's spiritual ancestor, ISAMapSat, that lists the ideal altitudes and angles for each planet; in this case, only the angle matters. Send up as many as you like, one per scanner isn't too different than trying to stick 3 scanners on one. 2. The 'middle' one - the white box with red detailing - is the biome scanner. Remember, only 3 bodies have real biomes at the moment.
  18. In what manner did it change the AIES strut? If it added KASGrab to one part it should add it to them all. Yes, just put it in the GameData folder along with its dependancies - ModuleManager and KAS.
  19. "Science Spam" usually refers to the old style "run experiment, transmit, run it again, transmit" science experiments that were fixed before 0.23. We're agreed that this is not that. Everything is going to be easy if you let MechJeb do it. Even so, the challenge to this is not pointing it in the right direction (though it can be difficult to get the full score for things that are far away), but in getting the thing into space at all. That should be harder again by another degree once cost is actually factored in (in 0.24, probably). This let me unlock 2 or nodes, but I had to run 3 or 4 missions in order to do so. That's fair enough. I haven't tried putting it in orbit around other things, if it gives you the full score all over again, then yeah, that needs to be fixed. The score should be awarded just for how accurately you 'photograph' the object, and with what resolution (ie. the progressively better cameras). Is that not the case? Because all the experiments show up under "Sun" in my Science Archives, rather than in the section for 'in orbit around Kerbin'.
  20. You can find most proven mods here: http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library Select the ones that match your own personal definition of 'realistic' in a game about semi-immortal spacefrogs.
  21. You can't "science spam". You can put a seriously awkward telescope into space, run upgrade and maintenance missions and try to use it properly by waiting for good opportunities to actually use the telescope without blowing it up. As a reward, you get science. The largest batch of science you can get is when Jool is in the right position because then you have 5 bodies in close proximity to observe and 'photograph'.
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