Jump to content

Apollo13

Members
  • Posts

    1,411
  • Joined

  • Last visited

Everything posted by Apollo13

  1. Suggestion for the hex fuel part: Add an RCS tank. Yes, I know I can add RCS Resource to HexTrussLongTank.cfg: RESOURCE { name = MonoPropellant amount = 250 maxAmount = 750 } But, that would be "cheating", right? (Sidebar: I admit, I did that already) The other option is attach a RCS supply to the truss while building it, which I also did.
  2. @SpeedyB, I offer you a challenge. The current stock Hitchhiker part is round. "Round" is not in keeping with the "Hex" theme. Therefore, create a six-sided Living Quarters for Kerbals in extended orbit in stations. Allow it to hold six Kerbals, not stock's four. Bonus points: provide an IVA view within the Hex Living Quarters. Just a thought for the long-term development of this great mod. Or, maybe I need to update my copy of Blender and get busy...
  3. What is "satellite deviation"? I have a mission for deviation less than 7%. Is that the same as eccentricity? That is, periapsis is at least 93% of apoapsis? I googled "satellite deviation" and found only angle deviation.
  4. I found your mod on 3 Aug after Gaiiden posted. Your mods work great. Thank you.
  5. Of the items you listed, I would most appreciate this. But, how would a player be able to mark it again, so it can be seen on the list? Perhaps your fourth item on the list is the best solution.As for renaming ships via the list, we can do that through the Tracking Station UI, which is easy enough. I suggest not wasting your valuable time/effort on that feature unless you're really, REALLY bored. LOL
  6. I suggest round and square GlowStrips. I would then use TweakScale to size them as needed.
  7. With 2.2.1, the MM debug menu is displayed on every screen. How do I get rid of it? I reverted to 2.2.0 for now. I think I read somewhere (perhaps in this thread), that 2.2.2 will remove that debug menu.
  8. @malkuth, I have an idea for the tech tree, and modding it, that may not even be possible with the current KSP engine. I don't know what is available to the mod developer community nor am I knowledgeable of the KSP API available to you. This may even be the wrong thread. But, here goes... Currently, to advance on the tech tree, you buy nodes with Science. Predecessor nodes are required to advance to successor nodes. Within each node may be parts purchased with Funds. My idea is tech nodes that cannot be purchased with Science. Rather, it requires "Alien Technology". That is, technology that cannot be purchased with Science. The technology must be "found" and brought back to Kerbin. When the mission is accepted, the location is marked on the planet/moon where the technology is located. The player lands near it and retrieves it and returns it to the vessel. Upon landing/recovering the vessel on Kerbin, the technology node is opened, if there are no other predecessor nodes required. Marking locations on other bodies is done now in the FinePrint, Karbonite, and Kethane mods, so that function is available. Just a thought...
  9. Looking forward to this. And, it works very well, even with NavyFish's DPAI and MJ's Docking Auto-pilot. I'm enjoying the Karbonite mod. The community has really come together on that one. As I mentioned, I figured out how to get around the angle problem in the VAB. By viewing the parts from a very low angle when placing, they snap right into place. In fact, thanks to solving this problem in Hex Truss placement, I resolved another issue I've had with placing stock docking ports for over a year-and-half. That is, when placing a docking port onto command modules and probes, it wouldn't snap into place. I had to eyeball it to the center; this often took about 30 seconds. Now, by viewing the parts at the very low angle and placing the docking port, it snaps right in.
  10. I'm looking at Haystack as a replacement for Targetron, which lost its developer. One function that Targetron provided is a list of the docking ports on the target vessel. New to KSP o.24 is the ability to name each docking port. Targetron lists the docking ports, but without their names; just the generic "Clamp-o-Tron" for each. The player then clicks on a port name in the list and that port becomes the target for docking. Can you update Haystack to provide the docking port list with their real names? Can it also select a port to set it as the target port?
  11. @Atrius129: quite odd behaviour. When I select multiple solar panels to activate/toggle, all are activated.
  12. well, the game has been steady, even as I add mods. we'll see. On another note: I'm going to have to semi-cheat for the second mission of the Agena mini-story. In the first mission, I orbited a rocket/Agena with the Clamp-o-Tron port, as required. However, the second mission, Docking with the Agena, requires that I dock with a different satellite that I orbited much earlier. The problem? It has a Clamp-o-Tron Jr. port. So, I have three options: Option 1) Fly the second mission with a C-o-T Jr. (facing outwards) to dock with the satellite. On top of it, I'll place a C-o-T (facing to mission rocket). I'll have another C-o-T attached to the mission rocket; I'll use it to dock with the C-o-T facing the mission rocket. Option 2) Dock with the non-Agena satellite (using C-o-T Jr). However, I'll have a C-o-T attached to the side of the mission rocket; I'll not use it to dock. Option 3) Dock with the Agena rocket I orbited using a C-o-T. Complete all mission steps. I won't be credited, so I'll Alt-F12/Contracts. Then, click the Complete button for the contract. I'm going with Option 3.
  13. I'm having this crash as well. Not just in VAB, but other spaces as well. When I loaded and used the NCE preview last night, I had no problems. I downloaded and installed the MCE from Curse today. Then the crashes began. Consistently. I tested with my established career game, but also with a new sandbox game. Problems occur more frequently with the career game. To determine the problem, I started with a clean GameData (Squad, NASA Missions) and started adding mods back in a couple at a time. Problems started happening intermittently when I loaded MCE. Backed-out MCE and problems did not occur. I thought NovaPunch 2 might be a problem as well. there may be an interaction between NP and MCE that causes the problem, but I doubt it.
  14. C:\Program Files\Steam\SteamApps\common\Kerbal Space Program\GameData\MechJeb2\Plugins\PluginData\MechJeb2\mechjeb_settings_global.cfg Under "MechJebModuleMenu": To turn-off the tab display: Set: showInFlight = False showInEditor = True hideButton = True Or, adjust: windowVector = 1910,1070,0,0 windowVectorEditor = 1910,1070,0,0 I use blizzy;'s Toolbar to access the MJ functions I use the most: Delta V, Maneuver Node Editor, Maneuver Planner, Rendezvous Planner, SMART A.S.S.
  15. DebRefund should not be charging any amount when a part is destroyed. The player already paid for the parts when the rocket was built and launched. Therefore, 5thHorseman, the negative values for the spent SRBs are meaningless, regardless of the amount shown in the DebRefund message window. So, you can keep Tweakscale. The only time the DebRefund amount should have an effect on funds is when it's positive. That is, the funds are added back.
  16. @malkuth: I'm not sure if this is a bug or intentional concerning Repair Contracts. When transferring the repair part to the broken satellite, often, it's not a full part that is needed; only 0.10 part. So a single Repair Canister (with its 3 parts) can service 30 satellites. Next time I see this happen, I'll get a screenshot.
  17. @StevenJ: this has been discussed and rejected in this thread. If daily salaries are added to MCE, allow the player, i.e. me, to turn them off. I don't use the mod referenced by StevenJ because the daily cost is ludicrous to me. I have a few dozen Kerbals that I've rescued; The daily salaries would be a killer and encourage players NOT to rescue Kerbals. I do support the notion of paying Kerbals who are on a mission, similar to MCE vers 1.
  18. Oh nuts. I didn't think I had mod parts on it. There is one one part from NovaPunch 2: PLF - 2.5m Bulkhead (NP_fairings_25m_Plate)
  19. Most part names in the TweakScale file are incorrect. For instance, the Karbonite Detection Array in the part.cfg is named "KA_DetectionArray_01". In the Karbonite_TweakScale.cfg file, it is "Karbonite_Antenna" Secondly, only one tank, the KA-200 Karbonite Tank, is in the Karbonite_TweakScale.cfg file.
  20. Yep. I use MechJeb for planning maneuvers (Maneuver Node Editor) and orbital info.
  21. Which parts? Stock? Or, some that are not supported? What happens when you right-click the part?
×
×
  • Create New...