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Secret Squirrel

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Everything posted by Secret Squirrel

  1. I think it is TT that has the "re-flaginator" it allows you to put the part on your rover and refill and or change your flags the Kerbals carry. I will look for the thread and edit with a link if I can find it. Edit: Ok its not TT its MSI and here is the thread not sure if it still works though. http://forum.kerbalspaceprogram.com/threads/48736-0-22-Magic-Smoke-Industries-Reflaginator-RCS-Refueler-0-2
  2. Not a fix but I have noticed if you abort autoland after the deorbit burn and wait a second and select autoland again it works better. For me at least, something to try. If I am going for a targeted landing and don't do that Ill land 100+m away from target but if I cycle it I'm always right within 5m of my target.
  3. If I am understanding you right,that's not something wrong with it. That is kinda the way It should be. Unlock the different modules at different points in the game. Sure If you wanted it all in the start you could go and remove the limits but wheres the fun in that? Also I don't think I'll need docking autopilot when I haven't even unlocked docking ports yet
  4. I like the B-2, if only you could paint it black..... Not sure if he has support for the mods yet but look up kerbpaint, you can paint stock parts. I think at one point I saw something in the post about B9 support.
  5. yes ModuleManager is cool I added ModularFuel to all the Near Future tanks because I wanted to use them with ALL my ships. Some of the best looking tanks I have seen.
  6. Ok, I had a little more time than I thought here she is. The Science Spammer. 4 probes equipped with SCIENCE and the transfer stage. I know it could be a little more efficient but I liked the way it looked and wanted to see if it worked, ,and it did. After getting it to LKO with the launcher this made it to orbit around EVE where I released the probes and landed one in the ocean and the others in other places and proceeded to farm science points With out atmospheres not sure if each probe could land on Jools moons but a little tweaking and they might.
  7. I've got what I called the Science Spammer. Working in career mode in the lower tiers I made it for a trip to EVE. Got there with 4 probes each with a material bay 2 goos and pressure and temp sensors, oh and a small transmitter. I have to get going to work so Ill post it later when I get home.
  8. I haven't tried without but I think it needs a "entryCost" also. // --- editor parameters --- TechRequired = nanolathing cost = 680 entryCost = 1800 <---ish category = Utility subcategory = 0 title = Container Type A manufacturer = Sklifosovsky Labs description = A KAS dedicated container for storing grabbable parts. Right click on it to edit content.
  9. My understanding of it is there will be mission requests (at mission control) that you will get and can complete for money, use the money to buy parts, and research science to unlock new parts to buy. I have a vision in my head of something close to the Mission Controller mod, put this set of parts in this orbit around this planet... The science research in this update, I think, is an awesome first step into career mode.
  10. On lunch from work and just now got to get back on, not sure if anyone helped you yet but if you unlocked the node its in you already you have to click it in the research center to unlock it for construction, otherwise its still locked.
  11. Try opening with notepad ++. It lays it out right instead of one long line. Makes it a little easier to read too.
  12. TT never unload. You can attach a kOS part to the upper stage, launch, release upper stage have it continue to a stable orbit using the kOS script and switch to lower stage to land it, If that's what your asking. EDIT: Sorry quoted the wrong post this morning just realized it
  13. I know with TT never unload it doesn't work, doesn't matter how many are up only "active" vessel scans. I had one launch using kOS and never unload to shoot 4 scanners up with different inclinations and only the one would activally scan. Would be cool (and faster) if it worked that way though.
  14. The whole pipe thing, AWESOME! One thing though, I don't think it's KAS but if I load in from space center sometimes my solar panels brake when physics kicks in, any one have ideas, comments on that?
  15. Ok I think I hit the point where I'll just wait until a fix... My problem is now that as I am walking from one pipe endpoint to the next to link them I lose control of my kerbal. The only thing I can do while he is floating along the ground is hit the ESC key and return to the game. This fixes the uncontrolled sliding but cancels the link. I have a bunch of random KAS parts on the ground and after I had dropped the ground pylons I realized there is an attach option for them, would it be that I had a few pipes attached to a "dropped" pylon vs. attaching it to the ground? EDIT: So I set up a little test just out from KSC. I had a rover, set up some pylons (attached to ground this time) and attached them with pipes. I put lights on top and when I went to attach to the rover I fell over and could not regain my footing. So I saved and reloaded, BOOM!!! Ok so that rover was lost, launched a new one drove over to where my Kerbal(now standing up like nothing happened), and the whole lot of it sunk in to the ground followed by a splash and LOTS of explosions, far more then there were parts. Entertaining but not at the same time
  16. I would say yes, that's what I did. Only advice, SAVE MORE. Between possible random explosions (only has happened to me twice, each time I was saved by a save ), and the no attach bug (just quick save and reload.) It helps to hit the save more often, I'm still playing around with it though I could have just not met the conditions for a give up and remove scenario. All in all I love it and I think my head will explode when more updates or fixes or whatnot arrive.
  17. COOL now I can see if I can toggle my chutes at the min air pressure. Just for the heck of it. I cant wait until the .22 update with real SCIENCE and see how kOS is adapted to work with it!!
  18. Quicksave, reload, that will allow you to attach things again I had the same problem, as well as a LOT of others KospY said he is looking into it but for now that's the best fix I have found.
  19. Am I doing something wrong? Anything I try to attach works at KSC but in orbit or on mun, no luck, no attach icon. Edit: Ok that's what everyone is talking about quicksave and reload. But no debris = no boxes Time to send up a resupply mission...
  20. that's cool!! If we could get integration with laser systems you could maybe use that to adjust the pitch to compensate for whats coming in the terrain, like a forward looking radar thing? I dont't know but sounds cool. lol
  21. Just an idea and sorry if its already been suggested, but is your SAS on? If SAS is on and you have a script to lock steering to anything it wont move.
  22. I agree I would use 1 instead of 60 but his example was 60 so that's what I put in there. I like to use < 1 so there is no chance of them colliding, but still JUST enough to maybe help kick it out of the way. Probly doesn't even matter but thats how I like to do it. Honestly I rarely even use solid boosters, I like liquid fuel asparagus staging.
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