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Everything posted by Apollo13
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[20/05/2015] LV-2N & LV-4N Nuclear Engine Clusters
Apollo13 replied to Kommitz's topic in KSP1 Mod Releases
Yes. All Squad textures have been converted to DDS for KSP 1.0+. We modders no longer use MBM -
[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Apollo13 replied to Qberticus's topic in KSP1 Mod Releases
It's been a feature at least since KSP 0.24. Perhaps earlier. You can also change the vessel type there as well, such changing a vessel to a lander. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Apollo13 replied to ethernet's topic in KSP1 Mod Releases
Thanks for updating the mod. Found bug in StnSciExperiment6 (Bioproducts) CFG file. The Research Cost is set to 50,000. I don't think so. I reset mine to 3600 to be in line with others. Sidebar: although I already have three orbiting stations with the Lab/Zoology/Cyclotro, had to rebuy all pieces again, including the experiments. LOL -
[old thread] Trajectories : atmospheric predictions
Apollo13 replied to Youen's topic in KSP1 Mod Releases
I don't use FAR (I did in 0.90). Trajectories does not display for me in the TS. No icon in stock nor blizzy's toolbar. Perhaps competing with another mod?? -
The window displays for about 10 seconds, then disappears. I checked settings to see if there was something to set. No joy. I want the window to stay open until I close it. Also pops-up in every scene, even when I haven't clicked it to open. Removing what would have been a nice mod. Going back to LibraryScience.
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Thanks. Testing as I type this. EDIT: I can't run the experiments on the just off the Launchpad by the flag. I Drop the instrument on the ground and right-click. It says "Collect Data" or "Begin Collecting Data". Had an exploding part, the Interior Heat Probe. I had dropped it on the ground. It had been there quite a while. When I right-clicked...BOOM!!! KospY had a similar problem with exploding parts in space when attached. They exploded the ship after about 15-20 seconds. Here's his resolution. Perhaps this might point you in the right direction for this mod. For more details, contact him. https://github.com/KospY/KIS/issues/48
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thanks
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KospY, Congrats on fixing the attach-and-explode problem. Just out of curiosity, what caused that? In the event I see that happen with another mod (including those I develop), I'd like to know where to look. Thanks.
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Dead for 1.1 and beyond.
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[1.0.X] RecoverAll/DestroyAll - V1.2.2 - 07.09.2015
Apollo13 replied to SpaceTiger's topic in KSP1 Mod Releases
Meant to comment earlier. This is one of those simple, but great mods that makes the game more pleasant. I just had to delete 58 debris. Using KSP's stock method, that would take forever. Using this mod...two mouse clicks, and done. Forum Rep point to you as well. -
We have faith (and hopes) you will find the source of the problem. As I mentioned in post #864, this has happened to me as well. EDIT: Look carefully at the stock Ladder when debugging your code. There's something about it specifically that causes explosions. I've attached (and just did) many other items without incident, both stock and mod items. No problem. But, attach the stock Ladder and wait about 15 seconds. BOOM!!!! I wonder if this happens with a mod Ladder.
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I can't post to the Daily Kerbal Forum, where other reviews are posted. Rock, Paper, Shotgun Review
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In the last update, you added a ModuleKISItem MODULE{} for the KEES parts in order to set "volumeOverride = 180". However, you didn't set the usableFromEva parameter to FALSE. Despite the Wiki, I believe the default is TRUE. Therefore, the KEES parts are appearing in the KIS EVA menu in the VAB. Do you really want that? Probably not. The capsule inventory for each kerbal is only 300L. Therefore, only one KEES part at 180L can fit. For my own gameplay, I removed the ModuleKISItem MODULE definition. As previously mentioned, I also set the KEES Payload Carriers to 220L and only two slots: one for the experiment carrier and one for the experiment.
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You can also use my favorite explosive device Dyn-O-Mite, which destroys only the part it's attached to. It can be set with a timer, or immediately explode via the context menu. You must be controlling the vehicle when you set the timer, then run like h*ll. But then, I'm a bit biased. I created the mod.
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Wait, what?!? You updated this 12 days ago, and failed to personally PM me with the good news? LOL. I've been waiting for this update to one of my favorite mods. THANK YOU!! A Forum Rep point to you as well.
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How to Enter Kerbol SOI and Immediately Re-enter Kerbin's SOI???
Apollo13 replied to Apollo13's topic in KSP1 Tutorials
Thanks for the ideas, guys. I'll be making this trip a few more times to earn XP for my 30 Kerbals. -
How to Enter Kerbol SOI and Immediately Re-enter Kerbin's SOI???
Apollo13 replied to Apollo13's topic in KSP1 Tutorials
Your idea worked like a charm. 6 XP for 7 crew members. Thanks and a forum Rep point to ya. -
How to Enter Kerbol SOI and Immediately Re-enter Kerbin's SOI???
Apollo13 replied to Apollo13's topic in KSP1 Tutorials
@Endersmens: Thanks, I'll give that a try. How high of a Kerbin orbit do you fly? I've flown hundreds of missions, but never had to do something like this. -
To gain 6 Experience points, the Kerbal must briefly enter Kerbols/Solar SOI. I would like to do that, then immediately re-enter Kerbin's SOI to orbit, land, and recover. How do I do that? I can easily enter Kerbol's SOI. However, if I then retro-fire engines, I plunge towards Kerbol, which is the expected behavior. This thread Experience Level-up mentions entering, then immediately leaving Kerbol's SOI.
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Does it happen in space or on the ground ? Can you try to drop the part first and attach it after ? In space. I also have the exploding parts when dropped to the ground; however, last time I dropped parts on the ground was in KSP 0.90 I also tried dropping the part (in space), then grabbing and attaching; same explosive result. - - - Updated - - - Ya know, you can do this yourself. Just take the KAS containers, remove the MODULE{} for KAS, and add the KIS MODULE{}. You're done! For instance, I wanted a smaller version of the KIS container. I simply copied the container CFG file, set Scale and Rescale to 0.70, adjusted the volume to 340L, the number of slots, and the costs, and renamed the part. Very easy.
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The new QuickHide is wonderful. I like that it hides the stock toolbar until moused-over. Another forum Rep point to you, my friend.