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LordAldrich

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Everything posted by LordAldrich

  1. Generally speaking the best way to get Bobcat's work is to go the spaceport and search for "bobcat". That said, I'm pretty sure he's taken down the HOME 2 files, because he's working on a rebooted version to go with the new DEMVs - BurutalRIP must have had it saved from earlier. There's a thread in the development forum if you'd like to follow the latest on the HOME stuff.
  2. Yep. Easiest way to do it is to just backup your save files to the desktop or wherever, then use Steam to "Delete Local Content", delete anything that Steam doesn't delete for you (mod files), then (re)install from Steam like you would any game.
  3. If you mean that there are hexagons above Kerbin while in the game menu, that's a good thing! Load a normal game, open up the map and there should be a button to turn on the Kethane overlay. You will see the same grid, but all grey. The hexagons get filled in with green and white when you scan for Kethane. Is that what you meant?
  4. Hey! Thanks for the update, I like the new MechJeb pod! Two questions/suggestions: 1. It's cute, but is there any way to get it to stop staring at me when the autopilot is disabled? Either a manual toggle for the animation or just automatically going back to sleep when the autopilot is off would be great. 2. I noticed that it has a thermal plating texture on the underside of the the eyeball - I thought it might be neat if it could flip around and display that side to protect itself on reentry. Again, maybe a manual toggle, or something to do automatically when a landing autopilot is engaged? Cheers, and thanks for all of your work on this! P.S. It also seems to have menu actions for all four landing legs independent of each other? Is that intentional? And why does it have it's own special fuel type, as opposed to just running off of monopropellent or something?
  5. I haven't tested this, so I'm not positive it will work, but you could try launching a ship that uses a crew-containing module that is not a "pod" and see if is controllable without a link. If it's not, then you could edit the pod configs to remove all of the command parts, leaving just the crew capacity. (Alternatively, you could create your own folder and make copies of the command parts - just remember to change the names). Then you can use your alternative, non-command pods to get the effect you desire. That said, I agree that this doesn't seem like "cheating" to me. I always assumed that manned ships didn't have any delay because the control input was coming directly from the crew, and not from the space center.
  6. Edit: I fail at reading comprehension. Looks like the VAB deployment in this case is due to something in Kethane, as Majiir indicated above. That said, most other parts that animate while in the VAB are a result of the Firespitter .dll - if you don't have Firespitter itself you probably have B9, which includes it.
  7. Edit: Herp a derp - I had the guidance part installed upside down. Never mind this - it seems to be working just fine! Yep. Looks like something has been turned around 180 degrees somewhere - the ascent guidance is doing its best to bore a hole into the ground at exactly 180 degrees from the correct ascent vector, and the circularize orbit maneuver node is burning retrograde when it should be burning prograde.
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