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Adyx

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Everything posted by Adyx

  1. The post before mine also states . Unless I'm missing something very obvious (which is possible), I cannot get them to do anything. I do have the latest version of Firespitter installed, or at least the version that comes in the download.
  2. The control surfaces do not appear to work for me. No matter what input I supply they just stay still.
  3. The first version was giving me a syntax error as well, the updated release version works fine though. Although after docking/undocking and switching vessels a few times, the various pages seemed to stop updating for the ship I had the antenna and cameras on.
  4. For flex fuels to work you need modular fuel tanks installed. You don't need real fuels. When you're in the VAB or SPH go into the action group editor and click on the fuel tank. This will allow you to select any combination of liquid fuel, oxidiser, mono-propellant or Xenon. Pro-tip: You can automatically get the right split of liquid fuel and oxidiser by attaching a rocket engine. What flex fuels also does is allow you to change the texture of the tank to whatever you want. So instead of having loads of tanks you can just have one of each size. It doesn't delete or overwrite anything, so you can always modify the MM config to get back parts you want if they are missing.
  5. I am anyway, I love it. I'm on a bit of spaceplane buzz at the moment with lots of B9 parts so the two packs are perfect for me. The FSmeshSwitch does sound really cool though - I can't wait! Here's the link: CrossOver Packs
  6. The only reason I'm playing so much KSP is because of this and the Xover pack. (I shouldn't be - I'm also in the middle of exams and I'm starting to hate calculus:mad: ) Speaking of which, is this intended as a replacement for the Xover pack such as integration of the texture-switching fuel tanks etc. or is it completely separate?
  7. I'm also having this problem since the update. Take any pod/cockpit/probe and try to attach the inline docking port. It doesn't matter what other parts are in use, it just will not attach except radially. It appears to connect ( as in it snaps to the node and there's a click) but it stays red/transparent and it doesn't move with the rest of the craft. I'll try to get a picture up later if no one else has.
  8. I tried it out to make a smaller versions of the CTS cargo bays a few days ago and it worked fine. I use a MM config to apply it to all parts in the Structural category and I haven't had any problems so far.
  9. I used Module Manager to apply it to most other parts and it works quite well. I especially like how resources scale appropriately. Does the lift generated by wings scale as well? I could never get pWings to work properly and I often find myself rescaling the B9 wings. I have FAR installed though.
  10. MechJeb isn't a cheat. Unless the Space Shuttle and Apollo missions were cheated into orbit. MechJeb is a tool that is sometimes over-used or relied upon. To the OP, Hyperedit also allows you to refill your ships resources.
  11. Just to help you out, it has an s in it if you're European (British or Irish in particular), Australian or from New Zealand.
  12. That's pretty much exactly what ZRM's KerbCom Avionics does, (amongst other things).
  13. Phew! It's not just me then. I have so many mods, I thought something must be incompatible. I haven't bothered reinstalling the plugin though, sometimes just reverting to the launchpad fixes it. Of course sometimes it just causes a different engine to cut out. This plugin is amazing though so I can put up with the (for me) minor inconvenience.
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