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Spacecraft Engineer
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
jinks replied to Gotmachine's topic in KSP1 Mod Releases
Took me a few days to get back to this, but it definitely fixes the problem with WBI Engines. Thank you! -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
jinks replied to Gotmachine's topic in KSP1 Mod Releases
Fantastic! You already managed to identify the (likely) problem. I'll keep an eye in the issue. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
jinks replied to Gotmachine's topic in KSP1 Mod Releases
https://forum.kerbalspaceprogram.com/topic/154893-min-ksp-1122-mark-one-laboratory-extensions-mole/page/46/#comment-4208790 is a good start. I can provide you a screenshot and logs in a few hours, but the logs didn't yield anything obvious when greping through them... -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
jinks replied to Gotmachine's topic in KSP1 Mod Releases
I am still having this issue and it's being reported by multiple users on the WBI thread. I already disabled all plugins (via ModuleManager config) mentioned in the settings file and the error still persists, so it's probably something that can't be turned off. Only fully removing KFSPCF fixes the upgrade issue. -
Sure, no problem. A bit cramped, but it should show what you need. 4 stationary sats with 2 "clients" in low orbit and the 3 Mun sats connecting. They use the "Kerbin" (1300) constellation among each other and talk to ground via a direct connect over the AX-04 (Near Future antenna, direct, 40k rating).
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It's not about the signal strength, it's about the constellation color. Here's another picture where I avoided the green->yellow->red colors: Each of the three equatorial sats has 2 antennas: The DTS-J1 is a 2.00G direct antenna connecting to my relay sats in Keostationary orbit. The HG-32 is a relay antenna maintaining the Mun network. What I don't get is, why the the three equatorial relays have pink lines between each other. Their pink antenna should only be able to connect back to the Kerbin constellation. The unrelated polar satellite properly uses the purple constellation to relay through the mun network. I would expect the relay sats to have pink lines back to Kerbin and purple lines to each other.
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I think I have found a minor visual bug... In the above screenshot you see 3 sats of my Mun network. They have each one direct antenna, connected to the Kerbin network and one relay antenna to the Mun network. Direct antennas cannot connect to each other, so the green lines forming a triangle around the Mun should not exist. 2nd screenshot: Mun network visible when Kerbin Network is hidden. I'm using the CKAN 1.5.7 version.
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Can anybody tell me, why TCA does this: https://i.imgur.com/8WlqBJK.mp4 ? When I launch manually and then activate TCA a few meters up, this doesn't happen. So why can't I activate ToOrbit directly from the ground?
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As far as I can see in my (early midgame) career save, HC got a "nerf" of a factor of about 3x to 5x, Squad parts are down by a factor of 20x to 30x (50kW to 2kW or 150kW to 5kW for example), which feels a bit too much. While I like the concept of heat loops, some other aspects make me think that SH, in its current iteration, is not for me. I'm not sure if it's helpful, but here's a few things I disliked during testing (in no particular order): The weak radiators give the impression that they encourage part spam for no particular reason. The removal of the NFE reactor control panel. I really like that one. The fact that I will have to deal with two (or more) competing heat systems for an extended period of time (I have a lot of mods, it's unlikely many of them will be integrated any time soon). I think for now I will stick to vanilla and use SH in FFT only mode (which is a ways off either way at the rate my Kerbals are advancing).
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
jinks replied to Nertea's topic in KSP1 Mod Releases
I have a small feature request. The mod already dynamically modifies LF/Ox tanks to support LH2 and LH2/Ox. Could you do the same for LF-only -> LH2? I have some mods that add pure LF tanks for use with the LV-N. Given that I play with about all of your mods, LF for nuclear rockets is pretty much useless.