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Apollo13

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Everything posted by Apollo13

  1. Malah, I really love your "Quick" mods. Your QuickGoto is GREAT; especially the "Last Vessel" button. That one feature is priceless. Now, you've added QuickStart. I used to use DevHelper for this function; now, it's QuickStart. Forum Rep point to you as well. EDIT: However, I had to remove it. It is incompatible with Contract Window+ and CapCom. That is, it actually prevents them from displaying icons on the stock menu bar, and when I click on thos blank icons, the app windows are displayed. However, they are blank.
  2. My kerbals were next to each other on a ladder. No joy. Thanks. Just tried that, and it worked perfectly. Mucho grasses Good to hear. I assume, by extension, this applies to KIS this as well. Great idea. Thanks
  3. Thanks for the info. I just now looked at it. Good info. I'll see how I can incorporate that. Also, gave you a forum Rep point.
  4. One of the most tedious tasks when creating parts is to set the location and orientation of the attachment nodes. This is often done by trial-and-error: 1) Edit attachment nodes in part.cfg file. 2) Load KSP 3) goto VAB 4) Create vessel 5) Attach part. Discover position is incorrect. 6) Exit KSP 7) goto step 1 and repeat. Is there a mod/tool that allows me to adjust the attachment in the editor and display the results. I would then take those results and edit the part.cfg file with them.
  5. The EVA propellant is only for refueling, it's not for increasing the capacity of your jet-pack. EDIT: That is incorrect. See KospY's post #688L
  6. 1) My Engineer is attempting to attach a part to another while in orbit. The pop-up says the part is too heavy; bring more kerbals. OK, then, I have additional Kerbals available (Pilot, Scientist). How do I put one of these two guys to work to help place the part? 2) My Engineer has the KIS EVA Propellant in his inventory. I equipped it (seen on Kerbal's back and it says Equip in inventory for item). When I examine the Resources icon in the stock toolbar (upper right), it shows only 5 units. Is that correct? Should it show 15 (stock 5 plus KIS propellant 10)? Or, when I run out of stock propellant, will the KIS propellant be shown?
  7. You will find that the oscillation you mentioned is due to your RCS thrusters not being in balance, i.e., at the center of mass when they are being used. I, too, thought, that MJ's Auto-Dock had improved between KSP 0.25 and 0.90. Then, I had a docking where tons of monoprop were spent. When I placed the RCS thrusters in the correct location, MJ spent less than 15 monoprop. When building your rocket, estimate how much fuel you'll have when you're going to dock; right-click the tank and adjust both LF and Oxy sliders. I use a rough guesstimate. Then use the CoM tool to determine where to place the thrusters. Then, use the sliders to set the tank to maximum for LF and Oxy again. The reason for your current situation is that when the thrusters are not at CoM, and MJ fires a thruster to translate, that causes the vessel to rotate about the CoM axis. MJ then corrects by firing the opposite thruster, which again, causes rotation, which must be corrected. Thus, you see a lot of RCS firing continuously and spending monoprop. When you have unbalanced RCS thrusters in flight and preparing to dock, you can kinda workaround it with MJ's SMART A.S.S. Turn-off Auto-Docking. Select TGT->(-PAR) This will place your vessel's docking port in parallel alignment with the target docking port. Manually translate with RCS until you are roughly inline with the target port and about 15 meters out. Then, turn on Auto-Docking. You will burn far less monoprop this way instead of letting MJ's Auto-Dock spend it.
  8. Yes, that is what KospY said...kinda. see http://forum.kerbalspaceprogram.com/threads/92514-0-90-Kerbal-Attachment-System-%28KAS%29-0-4-10?p=1903391&viewfull=1#post1903391
  9. KAS doesn't need MM. Granted, it is easier with MM. However, you can put MODULE {} sections directly into a part's cfg file. This does not require MM. For new users (and old), KAS's storage system is deprecated. KAS is still needed (for now) for the winches, pipes, et al. If you're needing storage, use KIS.
  10. I see you've added professions to the Create A Kerbal. Would it be possible to add the profession to the Crew Roster window? As it is now, I must either return to the VAB or the Astronaut Building to locate the profession I need, or click each kerbal's Edit button in the Crew Roster. Perhaps just add a P, E, or S after their name to represent Pilot, Engineer or Scientist. Also, the Crew Manifest icon appears in the standard icon bar. Can that be made as an option in the config file? That d@mned bar keeps getting longer. I really preferred blizzy's bar. That's where I'd call Crew Manifest from. The only time I use CM is at launch when/if I haven't set the crew members.
  11. I move the following to to Basic Rocketry: - SMART A.S.S. - Maneuver Node Editor - Rendezvous Planner - Delta V Everything else remains where sarbian places it in the tech tree. For orbit info, I use kData. I assume NASA, ESA, ROSCOSMOS don't use a crude graphics based tool for flight planning. Then, why should I?
  12. I've not had any problems with KIS in 1.0.2. And, I use a lot of mods. I've been able to attach and detach large and small parts without the ejection we see in that video.
  13. Example scenario of the problem: 1. goto VAB. turn on KAC 2. goto KSC scene 3. goto SPH, turn on KAC 4. goto KSC 5. goto VAB, turn off KAC 6. goto KSC 7. goto SPH 8. goto KSC 9. goto VAB. KAC will be displayed 10. ?? 11. Profit Another: 1. goto VAB, turn on KAC 2. goto KSC. if KAC is displayed, turn it off 3. goto VAB, turn off KAC 4. goto KSC. KAC is displayed
  14. Please provide each Kerbal's profession (Pilot, Engineer, Scientist). Some mods, such as KIS, require Kerbals with specific skills.
  15. Fine...don't use it then. Even if you see no need for Yet Another Life Support, others such as RoverDude, did. There is no "competition" per se. This mod is aimed at folks who don't want the complexity of TAC nor the simplicity of Snacks. As the OP says, it's in the middle.Sidebar: not being a RoverDude nor USI fan-boy here. Just making an observation.
  16. @JPLRepo: I've not had this problem. I transmit data and it is received and the contract notes it. I use other Contract mods as well.
  17. Yes, it is stock. I have no chute mods, and I get this behaviour.
  18. 1 Definitely YES!!! 2. Not really interested in that. 3. This would be a major hassle. Due to KIS requirement for Engineers to perform functions, my landing parties now require two kerbals: pilot and engineer. Splitting the functions between engineers and scientists would force the inclusion of a third kerbal. Finally, not realistic, given that astronauts are thoroughly trained on all equipment so as to limit the number that are needed per mission. 4. Spreading them out would be nice.
  19. If you need taller tubes, go here. (post in this same thread) http://forum.kerbalspaceprogram.com/threads/61040-0-23-6S-Service-Compartment-Tubes-Design-smooth%21?p=961353&viewfull=1#post961353
  20. I would like to suggest an enhancement to the Maneuver Planner window. Quite often, I am unable to place a maneuver node on my flight path. This usually happens after change of SOI. My suggestion is to add another option: Create maneuver node. The user would have the opportunity to enter the number of seconds from the current position to create the node. Perhaps default the time might be 180 seconds. The node would then be created, and the player would use the Maneuver Node Editor to manipulate the node.
  21. Today, I sent a kerbal to Minmus (first time in KSP 1.0 career....about 200th time for KSP), and did not include a NOMS canister. Eventually, she got hungry and went yellow then red. Upon re-entering the Kerbin atmosphere, she was suddenly satisfied and reported back to duty. Yet, I fed her nothing. Is that how things should work? Or, is that a bug? The kerbal was not an orange-suit badass. I prefer this to Snacks, which I've created parts mods for. I may start modding USI NOMS as well.
  22. That may be it, then. How DARE Squad make aero more realistic and force me to to plan better. LOL. (I always used FAR before, so the new aero effects aren't too much different.) Thanks, again, for the fixes you create.
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