Jump to content

kanelives

Members
  • Posts

    92
  • Joined

  • Last visited

Posts posted by kanelives

  1. What's the argument against not having separate parts and only having procedural parts? It would be way less clutter in the parts menu. There's no reason to mod in additional tanks because they're redundant in most cases . If you care about career progression you can just unlock certain sizes as you progress. Super fine tuned customization when you need it. I can't think of any downsides.  First thing I do on a new install is hide all the stock tanks that can be replaced by procedural tanks.

  2. Does anybody remember the name of the mod that allows you to activate engines that are in fairings? I had a weird issue where I had a craft with engines pointing toward the top and bottom and one set is off while the other is on, and when I turned one off it wouldn't let me turn it on because it was apparently 'occluded' or whatever it said.
  3. [quote name='Borogove']No, I've added and removed a lot of stuff. I suppose I could try freshening up.

    UPDATE: Reinstalled KSP, re-CKANed, and it works now. Thanks.[/QUOTE]
    I'm getting that issue too, not sure what I did wrong... I guess I'll just try again. I figure out what it was I'll post it.

    Edit oh wait, redownload ksp...
  4. For instance, my abort action for the initial stage is supposed to shutdown the main engine, decouple the solids and fire the thrusters to separate them from the core booster, decouple the landing pod and fire the escape tower. The groups are right, it's just some of the commands don't fire. The main engine does not shut down, the solids do not decouple and the sep motors to push them away do not fire. The escape tower and decoupling on the pod do work however. So it's only some of the commands that don't work. How would I go about generating logs for this? Launch a ship, fire the abort command and then land and end the mission?

  5. I was looking for a workaround involving fiddling with the game files to fix the bug entirely, not just quick save and load every time. So, no it wasn't answered.

    Though it probably is not the sort of stuff to be discussed here so I'll move on to the stock bug fix thread.

    Thanks anyways!

    Kuroko!

    So I can go to space without binging the clamps with me now? Great!

  6. So far 1.0.2 has been a lot laggier for me vs. the last version. I have a bunch of mods installed so I assume it's that but I have the same set installed on the previous version and it seemed much faster and bug free. Got lots of stuff blowing up for no apparent reason and launch clamps appearing and falling off me mid flight. Also looks like copies of my ship are being produced as debris mid flight as well.

  7. i assigned the air brakes to an action group on toggle and they don't work. also they shouldn't be able to control the plane when they're not deployed. for instance if I want to use them as airbrakes and slight controls on a pod reentering, one they don't deploy unless i turn on the brakes and 2 they dont control when they're on, only when they're off.

  8. The landing barge should have really big safety nets on the sides of a barge like you would find on a trampoline. They cant start horizontal in the same plane as the landing surface then flip up to form a box that the craft cant fall out of. Although I wonder if it being tipped over stuck in the net would just flip the barge.

    there's video up on the twitter!

  9. Trying to grow moss in space huh... I am a biologist, but I really only dealt with human cancer cells and mice and other things that aren't plants. I did recently start on a project involving algae though so I'll see if I can find anything useful.

    Looks like they're having issues deciding how to grow it in a closed environment. Are they going to use normal petri dishes? Normal dishes (or at least the ones I used) Aren't air tight.

  10. There have been so many mistakes in the Russian space program lately that I suspect sabotage.

    As for the "Black side down" humor, I've heard that Army surgeons will routinely write "not this knee" or something similar on a patient's knee so they don't operate on the wrong knee (or other body part). Try that with a civilian doctor and they will probably be insulted.

    When my brother has his ACL repaired, before he went into surgery they gave him a marker and said, mark which knee we're supposed to be operating on. That was an extra check of course, it'd already been verified many times.

    and yeah the russians really need to work on their self destruct game. I would have blown that up long before it started going sideways.

×
×
  • Create New...