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Galane
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Everything posted by Galane
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[.25] ReStock Reloaded updated for KSP .25 (Only 3 parts not working!)
Galane replied to Galane's topic in KSP1 Mod Releases
Just ran KSP and discovered that parts dependent on the old MK1 fuselage parts either don't show in inventory or have parts missing. Squad tossed three parts into Parts/MK1 so I need to figure out how to make KSP select the correct one. Looks like I may be able to substitute a SpacePlanePlus wing connector for the old one used in one of the big dry dock panels. 2:40 AM here. Time for bed. -
A new day, a new update to Kerbal Space Program. I'll just load up one of my old rockets and... hey! Where are all those parts? JEB! Have you been in the warehouse moving parts around?! You haven't? You just got back from Eve? Well, which Kerman did you last see leaving the parts warehouse? BOB KERMAN! Get your little green backside to the office, pronto! I just got done tracking down where Squad moved a lot of parts and edited the ReStock Reloaded cfg files, and added Science! to one of them. Three parts ended up on the cut list due to the loss of MK2 Spaceplane parts and the wingConnector. They've been moved to the old24 folder. If you want to use them, or any craft built with MK2 parts and that wingConnector, you'll need to copy them over from .24. ReStock Reloaded for .25 ReStock Reloaded for .24 Much thanks to Squad and the original creators of KSP and to PoleCatEZ for the original ReStock. If you find any of the parts don't show up, please reply here with info, especially if you have a fix.
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So some of the parts will need users to copy old stock pieces from .25. Joy. 'Course they'll need to do that anyway if they don't want to break any of their old crafts using those parts. This is all I've found. http://forum.kerbalspaceprogram.com/threads/24906-WIP-LLL-Lack-Luster-Labs-LLL-12-2-10MAY2014-SXT-PATCH-09OCT2014-KSC-v3?p=1458610&viewfull=1#post1458610
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Destroy All KSC Structures - OneForAllChallenge
Galane replied to Heretic391's topic in KSP1 Challenges & Mission ideas
Is KSC destructible in sandbox? I've taken some shots at the VAB with no effect. -
Since Squad decided to rename and move a lot of the stock parts folders, most of the parts in ReStock Reloaded don't show up in .25 I can fix it by laboriously tracking down where Bob Kerman moved everything in the warehouse, but if someone else already has the data I can have a .25 compatible release done faster. Alternatively, is there a way to speccify a part in a cfg outside of the same folder as the model, without having to have the absolute path in the cfg? One more thing, the mk1SpacePlaneAdapter seems to be gone in .25. At least one ReStock part uses that.
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The bin contents edit window needs its own close button. At lower resolutions the window takes so much space it takes some intricate mouse gymnastics to get at the Edit button on the bin's RMB menu.
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One more function that would be most helpful is Balance And Transfer Out (BATO). Whyfor? Because if you have more than two tanks partially empty and you want them to be both Balanced AND to Transfer Out, it can't (easily) be done. Select one tank to transfer out, then another one to transfer out. The second (third, fourth etc) one lags behind and when the other tanks fill the ones set to transfer out are all unevenly filled. They can be set to Balance and will even out, but then they are not *transferring out* to keep other tanks full. There is a way to work around this but it's a bit tedious to setup and not useful in an emergency situation. 1. Move fuel into the two or more tanks you want to transfer out evenly. They must be 100% filled for this to work. 2. Lock ALL tanks that are not completely full. 3. Set the two or more tanks you want evenly transferring out to transfer out. 4. Unlock all locked tanks and the tanks you want evenly pumping out will do so until all non-full and unlocked tanks are filled. A BATO function would be much easier. I don't see a need for a Balance And Transfer In (BATI) function because transferring in will keep the tank 100% full until there's no more left in all other tanks that are currently not set to transfer in. Oh just thought of a use for BATI where you have various tanks of differing volumes that you want transferring in AND to run out at the same time. Not a setup that comes naturally to mind like a balanced transfer out since without a transfer mod capable of BATI there's no reason to build a ship that would benefit from the feature.
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MJ doesn't have a differential or balancing throttle function. You need to build symmetrically, make use of the throttle limiters, use an automated fuel pumping mod like TAC Fuel Balancer or Goodspeed. There is a mod for separately throttling groups of engines but AFAIK MechJeb will only control one group.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Galane replied to Majiir's topic in KSP1 Mod Releases
Rocket fuel does both liquid fuel and oxidizer so you can't do just fuel or just oxy. -
I tried the land function on Moho a couple of days ago. Worked fine. Popped the ship down at zero relative velocity. So I hit land somewhere in MechJeb's landing guidance and it just sat there hovering and *not landing* until I hit abort, let the ship drop a bit, then land somewhere again. Unfortunately the default ship lander setting puts the ship on the edge of a steep crater rim on Moho. Being able to store a few favored locations per each body that can be landed on would be nice.
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Anyone put asteroids in orbit around moonless planets?
Galane replied to Galane's topic in KSP1 Discussion
Do you have to leave something attached to an asteroid to prevent the game from deleting it? -
Anyone put asteroids in orbit around moonless planets?
Galane replied to Galane's topic in KSP1 Discussion
How about the "Rock Around the Clock" challenge? 12 evenly spaced asteroids in synchronous Kerbin orbit. -
Anyone put asteroids in orbit around moonless planets?
Galane replied to Galane's topic in KSP1 Discussion
Asteroid demolition derby. Put an asteroid in a retrograde orbit, same altitude etc as an existing space station. Have the station the active craft and wait until the asteroid collides with it. -
Anyone put asteroids in orbit around moonless planets?
Galane replied to Galane's topic in KSP1 Discussion
OK, post that in the challenges forum. -
Has anyone done that yet? Moho is awful lonely without a moon.
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[1.0][Part] Radial Engine Mounts by PanaTee Parts International
Galane replied to TeeJaye85's topic in KSP1 Mod Development
One way to fix it would be to create a second copy of the cfg files for these mounts, with different part names, then add exclusions to KJR. 'Course then you'd only want to use the KJR excluded mounts on IR pivots. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Galane replied to Majiir's topic in KSP1 Mod Releases
My Mun rover designs for Kethane mining and conversion. https://www.flickr.com/photos/27748767@N08/10400034735/in/set-72157635319720861 The largest is built around a horizontal 16,000 unit tank. Bigger is usually better when lifting fuel or Kethane from the surface. My Eve mission http://imgur.com/a/2C8Iw?gallery#66 contains a very large capacity fuel lander for Gilly. I transported it there in pieces, converting two of the fuel tanks from the ship into the lander. I made a rover for landing on Eve then used KAS to connect it to the manned lander to refuel, leaving the rover on the surface. Now in R&D for a a mission to Moho, making small changes to the Gilly lander design, mostly more powerful engines and stronger landing legs. To run the Kethane converters you only need a small tank for fuel, a small tank for mono and a small tank for Kethane, and TAC Fuel Balance or other pump mod to continuously transfer fuel and mono to the tanks you're refilling while you drill to keep the Kethane flowing. My Eve rover has no RCS but does have a pair of roundified mono tanks.