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11Bravo49417

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Everything posted by 11Bravo49417

  1. I believe these are what you need... "Mite" is SolidBoosterFM1 "Shrimp" is SolidBoosterF3S0 "Kickback" is MassiveBooster "Pollux" is solidBoosterTHK. It comes from Making History expansion.
  2. Thank you for the quick response. I found the following information... The "Mite" and "Shrimp" are described in the ksp wiki as size Tiny and have bulkheadProfiles = size0, srf in their cfg's, but are showing up in Size 1 in the mod. The "Kickback" is described in the wiki as size Small and has bulkheadProfiles = size1, srf in the cfg and does show up in Size 1 in the mod. The "Pollux" is described as Medium in the wiki and should be a 1.875 meter part. Its cfg says bulkheadProfiles = size1p5, srf and it is showing up in Size 1 in the mod. Could someone confirm whether they are getting the same behavior? I don't think the "Mite", "Shrimp", and "Pollux" are sorting correctly based on their cfg bulkheadProfiles? These are from a fresh install, without MM or other mods.
  3. @linuxgurugamer Filtering by Module Size is not working for me. It is showing the occasional wrong size part or excluding the occasional correct size part. For example, Engines, then filtering on Size 0 missing the "Mite" and "Shrimp" solid rocket boosters. These appear instead by choosing Size 1, but then the much larger "Pollux" and "Kickback" appear. This problem is not just for Engines, but appearing with other parts as well. Using version 0.37 on KSP 1.9.1. Reproduced it on fresh install and heavily modded install, and also fresh install of KSP 1.8.1. From scanning this topic, it seems that others are able to filter correctly by size and that the problem might just be me. Any suggestions? Created an animated gif that illustrates my problem... animated gif Player.log KSP.log
  4. I am in thanks to the patient help of Ezriilc! My email client was hiding the text...changing to a different email address (gmail) revealed the all important token. The Kraken no doubt...
  5. Can't register. Give username and email. Get token in email. Copy and paste the 23 digit token from the email into the form. Get the red box stating incorrect or improper input. 6 times.
  6. What IDE are people using? I found kOS_IDE for Windows but it had problems finding the Archive and wanted to save with a .txt exension and seems to not be supported any longer. Looking for something that would help me learn the syntax with highlighting and maybe autocomplete or suggestions of legal words.
  7. I am new to this mod and to Remote Tech so a thorough test will not be possible for some time. However, a quick test this morning seemed to indicate things were working correctly. I was able to bypass Remote Tech and manually trigger action groups on my no antenna craft using the top window even when outside the range of KSC. - - - Updated - - - Off topic a bit... By the way, my not being able to see my own images seems to be a Firefox issue. Able to see the images in IE or Chrome, although the post was created in Firefox. In case anybody else experienced the issue...
  8. The GUI issue is resolved. The top window was me learning how to assign action groups to a key. Looking good. Bottom window fix looks great. Thanks for the prompt attention!!! And very useful mod!!! - - - Updated - - - Posted a screen shot but the forum wasn't showing it...so tried again...
  9. First time user. Downloaded latest version 1.31b. Very cool mod, but GUI seems a little hosed...? That top window would benefit from being wider. And that bottom window can't be read clearly. The mod worked like a charm, though! Thanks!!!
  10. Looks like the orbiting body info got removed from the HUD in the update.
  11. Wonderful tool. Thanks for making and sharing it. Will be using the flags also.
  12. This was a real challenge and a lot of fun. Took several tries and finally did it barely in a very lame craft that required much manual management. I really should have used action groups. The plane uses a single turbojet for stability during flameout, and dual LV-909 for stability during boost. Take-off and climb to 10k. Then reduce climb rate to build up speed and burn off excess jet fuel. Prepare the chinese fire drill called flameout. Flameout. Turn on the rockets. Turn off the turbojet. Turn off the jet fuel. Pitch up. Keep control. Burn for Apo. Establish Apoapsis. Turn off the electricity or you wont be able to maneuver for deorbiting. Turn on the electricity. Orient the craft. Burn for Periapsis. Try not to vomit when the camera swings around wildly. Periapsis established. Turn off the electricity or you won't be coming down. That's half the battle. Now for landing at KSC. Wildly guess where you should start deorbit burn. Turn on electricity. Point at Retrograde. Turn off electricity. Run out of liquid fuel at the precise moment you are happy with the deorbit burn. Try not to feel cocky. Glide in like you did it a hundred times before. Debate whether to even use the turbojet. Come to your senses and turn it on. Touchdown! Success! Thanks again.
  13. Cool game. Great mods. Nice community.
  14. Probably the last guy who should try to answer you because I never flew a plane until this challenge and it took me a week to figure it out... Flameouts drove me to a single engine design...better control when they happened. Eventually I overcame flameouts by adding enough Radial Air Intakes to increase the IntakeAir resource. I ended up with six of them somehow, but I doubt that is the optimum number. The other problem I had was running out of fuel. Adding fuel helped of course. But cruising at 1/3 throttle seemed to also help. With rockets you balance thrust with gravity and drag, so I assumed the same relationship would hold with planes.
  15. OK, I found the bug. Look in the \GameData\FlightRecorder\Plugins\PluginData\FlightRecorder folder and open the file called Data.cfg Change the section // #### Recorder Configuration #### interval : 200ms to // #### Recorder Configuration #### //interval : 200ms The source code shows that he hasn't implemented the code to handle custom time intervals yet. The interval statement is getting parsed as if it were a member of PartModule and spamming the Debug Log.
  16. I was able to get this to work with the following changes. Up to you of course, just wanted to see if I could do it. Thanks for the excellent mod. Can anyone see the picture...for some reason I can't get it to work.
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