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russkey

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Everything posted by russkey

  1. You don't really need to do savegame scamming to get Kethane at KSC. You can just add "Debug=True" to Kethane's settings.cfg file (in the Kethane folder, not the root folder). Then you can reset the Kethane layout for the planet until you get a configuration you like. Please note that this will scramble all of the Kethane on the planet, so handle with care. I think there used to be an option to add a new deposit at the current vessel (or something along those lines), but I can't find that anymore.
  2. You should be able to mine anywhere there is a Kethane deposit. Presumably you have one at KSC. I've added deposits at the KSC through the debug menu for testing in the past.
  3. A quick test shows that Engineer recalculates Dv when the volume of fuel in a normal tank is tweaked. Is there any other tweakable that would change the weight of the craft? Because Engineer might just be recalculating based on fuel change, not on fuel AND mass change.
  4. Oh man, it's been years since I've heard those words! I still think it would be wonderfully convenient to be able to tweak the Kethane volumes. You don't have to use it if you feel it is cheaty!
  5. It would enable Kerbal Engineer to make good delta-v predictions for a full mining craft. Or is that cheating too? Should I get my slide rule out?
  6. It would be really nice if the Kethane storage tanks could be tweaked like the other containers, i.e. alter the starting amount of stuff contained.
  7. I did run into issues when I was first figuring out KAS with trying to connect the port to a hook bay. These days I usually just keep a couple of detachable ports stuck to the side of my ships that have a winch. I stick them on a fuel tank or command pod. That way if I ever need to connect that winch to a ship that doesn't have an attachment port, I can stick a temporary one on it.
  8. I have a vague recollection of encountering something like that. I think it might have been a problem with trying to attach the removable port to something that isn't controllable (enough Kerbals onboard to carry out commands or a probe body). Though maybe that's wrong. Something to try, anyway. Also, make sure you're close enough to the object you're trying to connect to. There seems to be a rather limited range at which these things work.
  9. You may be onto something there. I had increased my debris from 0 to 500 between those splashdowns.
  10. I haven't had the problem again. Had a couple of splashdowns and recovered with no problems. It might have been the 0.21.1 update. Or maybe that first one was some sort of error on my part. So, for now, seems like it was a false alarm.
  11. Except, unless I'm reading https://github.com/Majiir/Kethane/blob/master/Plugin/KethaneController.cs correctly, it uses a random seed to regenerate the same deposit shape every time. So you can change the quantities, but not the locations. Easily. I suppose you could iterate through different seeds until you got a configuration you like. Sounds time consuming, though.
  12. I had that problem with the previous version of MechJeb2. The updated 2.0.9 fixed it.
  13. Nope, the capsule came down on its parachute and was floating just fine. I'll see if I can replicate the problem.
  14. Does this not include splashdowns? I had to abort a KerbalX launch and the three kerfolk ended up splashing down in the ocean off the coast of the KSC. When I went to the Tracking station their capsule wasn't available. They were listed as Missing In Action (I think...) in the training center.
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