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Apollo13

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Everything posted by Apollo13

  1. Navyfish. You may not even have to wait for 1.2. Other mods that use DLLs, such as Kerbal Engineer Redux, PreciseNode, and Editor Extensions have been updated for pre-release, and they work fine. At the very least, updating DPAI for pre-release would give you a big headstart for the real 1.2 release.
  2. Stock KSP 1.2 allows the creation of Kerbals with any attributes via the Debug/Cheat menu. Is this mod still needed??
  3. Latest KSP build 1540 is broken by the Boop's EER. It causes the rotation and translation widgets to fail. Like others, I appreciate the work he's done on EER.
  4. Thanks for that. I needed a reminder. I have about 1600 hours in KSP Career mode. Always used MJ for planning orbits and rendezvous.
  5. Need some instruction. Using KER and PreciseNode, what is the best way to rendezvous with another vessel? That is, how do I use the info in KER Rendezvous window to intercept the vessel? I ask, because using MJ, I click on the Hohmann Intercept button, and it creates a maneuver node. I then manually execute the maneuver node.
  6. Valerian, thanks for sharing. Already tried it, and it looks good. I usually use MJ for orbit planning and maneuver node editing. Since sarbian is in no rush to update MJ (being that its many functions are very complex), I'm going back to Kerbal Engineering Redux and PreciseNode. Heck, I may not go back to MJ; we'll see. EDIT: How do I make it subtract values? Pushing the " +/- " button only increases the value. Of course, I can simply type negative values. I'm just curios about the buttons.
  7. +1 vote to Valerian for sharing the unofficial Precise Node 1.2 update.
  8. I have used PreciseNode in the past. Thanks for the reminder. Has it been updated for 1.2? If so, I'M THERE!!! EDIT: PreciseNode not updated. However, Valerian has made an unofficial update that hes is seeking to share (with blizzy's approval) EDIT: Unofficial PreciseNode works fine.
  9. Thank you for updating KER. I've always used MechJeb for orbit planning and dV calculations in the VAB/SPH. It appears that sarbian will not update MJ2 anytime soon, given that it has many complex functions, I guess. So, when I saw that KER was updated for 1.2, I thought I'd give it a try. Wow!! Love it. If you add a maneuver node editor, I could pretty much abandon MJ2 altogether.
  10. Looking forward to using the new features. I haven't played KSP for a few months; been waiting for the 1.2 release. But, I'll give the mod a try next day or two. Thanks
  11. I'll get that to you. Thanks. I've use DeepFreeze in the past. Essential for long planetary trips. I'll include images as well.
  12. Mod is broken for me I launched with the three-man DeepFreeze unit with one Kerbal in it. Upon orbiting, I did a QuickSave. A few minutes later, I did a QuickLoad of the QuickSave. The DeepFreeze unit flashed momentarily, then disappeared, along with the Kerbal. This happened on two different vessels, so this is not a one-off. Both Kerbals are now listed as Missing in Action.
  13. I have previously tried all your suggestions without success. I've found that I must return the Kerbal to the Winch to release the Connector.
  14. thanks for the responses and Wiki link
  15. My "HAbitat" has expired. What is needed for the Kerbal?
  16. KAS is broken. I detached a winch from a vessel, so now it's attached to the back of the Kerbal. However, upon approaching the Winch, the "Lock Connector" does not work. The connector is not transferred from the kerbal to the Winch. It's stuck on his back. I tried reattaching it to the mount point with "Plug Docked". Failed. I even tried entering a vessel to shake it off. No joy. EDIT: reloaded a QuickSave. The Connector is no longer attached, It cannot be grabbed; it's already deployed. I then grabbed Winch and stored in Kerbal's inventory. Then reattached Winch to vessel. The connector is now in locked position. I then "Grab Connector", and goes onto the Kerbal's back. Pressing the "Lock connector" at the Winch properly locks the connector. I then attached the Connector to an attachment port (Docked) on another vessel. Then, Unplugged Connector. Returned to Winch. Connector would not lock again.
  17. All landing gear is hazardous to your health. That said, 90% of the time, I land without incident. Also, wheels have problems as well.
  18. Ah yes,...the exploding LT-1 Lander Legs. Squad knows about the bug; it's been documented in the BugTracker. Bug has been around for many, many months. I have situations where a Kerbal bumps a leg of a landed craft and it explodes. Frustrating.
  19. Exactly correct, sir. Using the stock function, I place parts (batteries, MechJeb) inside other parts using the translation gizmo. I also use that gizmo to "slide" a nosecone and other parts down onto parts that would be exposed to the airstream.
  20. I still don't understand " Allow Part Clipping in Editors ". What exactly does that do in EEX? Does it mean placing parts inside other parts? If so, that's stock.
  21. Also, config.xml indicates the ZoomSelected key is NP0. That's also the delete key for the part. Finally, ALT-Z is PartClipping. What is that? I know what clipping is. How does it apply in the context of EEX? Thanks for updating this mod. For me, it is a MUST HAVE for one reason: changing the attachment mode with the T-key. Every other function is a nice to have.
  22. TWR of 1.55 is rather weak. I always have initial TWR of >2.0
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