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KerbMav

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Everything posted by KerbMav

  1. Put it directly into the gamedata folder, you only need one (it comes with serveral mods or as a standalone download), use the youngest.
  2. FuelBalancer does not require you to right-click the tank, you set it all up in the GUI - icon should be right to your altimeter.
  3. My question was more like "how do you get a perfect 90 degrees rotation" - but thinking about it again, this might not even be needed ... although during landing an takeoff the engines should point as vertical as possible ... but then there is the return-to-starting-position button in the GUI of the mod ... OK!
  4. Yes, it can - but this might not be the most elegant procedure - yet the drogue opens, opens fully at 2500m and makes a sound at 500m - and slows as a normal chute. The second "MODULE" seems not to be necessary.
  5. Like the roboarms, they have a camera at the end of the magnetic part. And how are our fellow Kerbalers building their rotating engines - or rather use them with some precision on VTOLs?
  6. As of now everybody (?) is building stations and big ships by using docking ports - doesnt really feel like building and raises the part count for more extravagant designs. Could this mod or its modules be used/extended to permanently attach e.g. the drive section to the crew module of a bigger ship?
  7. Could a standard chute be integrated in to a drogue chute so they open in cue after deploying only once?
  8. How do I make/program/build the parts to move in exact steps (e.g. 90 degrees or different degrees for several parts in a group) by pushing one button? And: Can this be combined with one of the "cam-mods" for a targeting view of the grappler?
  9. We used the SC4 DAT Packer for this - but SC4 had its stock files in DAT files to begin with, KSP is all small files, so I bet Squad would have to introduce the option to create (a) DAT file/s and still use single files (during testing of a mod). rambeling thoughts: Also I cant remember if a DAT file could be unpacked (to freely delete/shrink mods, parts etc.) again - modders (and Squad) would have to upload in singular files then, at least in addition to a mod DAT - or use a packaging system that lets the "big unified" file be edited.
  10. The mod - last time I looked - changes how the planets look from high above, not how they look under a few kilometers altitude, yes? Would it still be possible to lighten up the color of the Mun ground to be more moon-like (including the orbital view and how it looks like from Kerbin)? I still think the Kerbals deserve a bright cheese in their night sky!
  11. Actually I am quite happy with my 3Ghz dual core - as KSP only uses one core ... I would be pretty annoyed with a 1-2GHz x-Core investment?
  12. Ferram Aerospace Research (FAR) Trying at the moment - first thing I noticed: gravity turn resists me ... but seems good so FAR ... *tshing-bom* Deadly Reentry (optionally with heat shield packs) Not sure - would like some difficulty sliders, setting a modifier to resistance or something ... but giving it a try soon Ioncross Life support (optionally with supplemental mod parts) TAC Life support system (brand new will probably never use them - basically add parts as far as I read into these - as long as a craft has power there is life support I think - and I am not a big fan of supply runs RemoteTech satellite relay system (or possibly RemoteTech 2) without delay maybe just for the fun of it in a safe once ... but not really ... well ... not sure
  13. What could cause the laggy/stuttering rotation of the camera in VAB - and I think also "in the world", but less noticable. Edith tells me: Not this mod, but looks like this here.
  14. Back in the old days of Sim City 4 - and they still do it this way - all game files and mods were/could be packed into one (or several as needed or convenient) files to speed up loading times at the start. The data is not compressed, so there is no computing time involved for decompressing, but the OS does not have to fetch every small and tiny file seperately. Any idea if this could/will be done for KSC too?
  15. There is talk about crafts breaking apart with this part - are these singularities or a real bug?
  16. No need to: http://wiki.kerbalspaceprogram.com/wiki/Electric_charge
  17. Delete them ... ? But I have a question myself: Does this ModMan - as far as I read it does? - only add a call to the parts a mod would change, adding the needed modules to them, so that if the part changing mod is updated ModMan still works without updating the dll?
  18. KER only closes when the SUR tab is open and while in an atmosphere - FAR changes the atmospheric behaviour and KER cannot comprehend these changes. Workaround: Keep the SUR tab closed - unfortunately we loose (among other things, but this I miss the most) the indicator for terminal velocity that way. FAR displays lots of numbers too - but I didnt have the nerve to figure them out yet.
  19. Actually it wouldnt be cheating if Squad would add more powerful RTGs - it simply might be bad design, but still stock. But I agree, between editing the files yourself and letting modders create you a new part - no difference in cheatiness actually. There is a mod-part-pack for space stations out there that also contains a reactor.
  20. Can docking ports be made unbreakable by modding? Reducing or negating flexibility between two ports? And then not name them docking ports, but make them self-bolting-and-welding-construction-rings, cannot be "decoupled" because they weld together (maybe even merge into one single part - although I do not think that is possible?) but would be perfect for station/ship building.
  21. Few questions on what this mod does by now. Do the fairings act as nosecones (with FAR e.g.) and reduce drag? Are they acting as heat shields? They do not seem to block sunlight - will control surfaces and wings also still work while inside the fairings?
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