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Snarfster

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Everything posted by Snarfster

  1. My three Kerbal survey team was chilling at Mun : Central station before departure to the survey site. After the retro-burn to lower the periapsis to 25 km. Touchdown close to the equipment lander. Now the rover needs to be assembled. Enroute to find an ore site with more than 5% concentration.
  2. Jeb and Val are two members of my 26 kerbal space program. And since one kerbal can only be in one place at one time. They rotate shifts with the "normal" pilots. (Man, it's a pain to get those kerbals all trained, thank Kerbal for tourists to pay for it all.)
  3. Try radially attaching it to the craft. I don't think stuff from inventory gets used.
  4. For that reason I only use tweakscale for infernal robotics parts. // Module Manager Config to make only IR parts have TweakScale @PART[*]:HAS[~manufacturer[Magic?Smoke?Industries]]:FINAL { !MODULE[TweakScale] {} // Remove TweakScale from all non IR parts. } The module manager file above will do the trick, all non IR parts will be stripped of tweakscale.
  5. Just a thing, when mounting the CRY 0300R (the radial one) a few sound effects play followed by a quite annoying beep. The beep lasts around 20 seconds then stops. Apart from that, love the mod
  6. Didn't feel like doing career missions so I horsed around with a nuclear powered aircraft.
  7. I had the same thing with one kerbal out of six that did an eva just outside the kerbin SOI.
  8. Weird, both the contract and MJ say inclination 0, so you're not heading the wrong way. I'd complete it with the cheat menu, you fulfilled the contract, it's just not triggering.
  9. You can make it a new ship by docking something "new" to it. At least, I managed to do it this way at least once.
  10. Thank you! Can't wait until I am home tonight to try it out.
  11. Looks excellent! Is there any way for the kerbal in the CRY-0300R to remove the spacesuit and use the same suit as the internals?
  12. Hello Nereid, I've noticed the FF icon on the stock toolbar will quite often be on top of another icon. First I thought it was an issue with kOS, but after removing that , the icon is placed over the infernal robotics icon. Any suggestions on how I could solve this? -Snarfster
  13. Was reading a post just now, then looked at my avatar. Immediately thought "Bart Simpson"... Is it me or does it really look like a Bart Simpson cutout?
  14. I think there's a biome at the kerbal space center that is only available at a certain level of upgrades. Might be that.
  15. When you transit science from the lab, you do just that. You transmit the science resulting from the analysis of the data. So you're not sending data. The contract asks for scientific data. If you choose the "review data" option on the lab, you can select data that has already been processed in the lab. Transmitting that will complete the contract. (I had a similar contract for science data from the surface of the mun; I sent an already processed eva report from my mun space station; it completed the mission).
  16. Did a crew change at my Mun station. The one star scientists and engineers were replaced by a three star crew. Just after the transfer burn: Just before docking, another docking port can be seen through the window. The whole endeavor was financed by bringing a tourist along who really really wanted to orbit the mun. To give an idea what the station looks like:
  17. Took a class of 6 to Minmus for a training session. (I.e. mass flag planting)
  18. Docking from IVA is just great. Using RPM and this, works like a charm. Plus it's a rush to see the docking port slide into camera view.
  19. Basically from the inside out. Flew in the core in one go; then built out from there, one part at a time. Did make a module manager override to set the volume of the inflatables to a sensible volume when not inflated. Additionally, the logistical modules cannot be repainted as they are, so I modded that in too. // Module Manager configuration to override the KIS volume for USI inflatables. @PART[OKS_Storage_ILM|OKS_HabRing|OKS_AgModule]:NEEDS[KIS] { MODULE { name = ModuleKISItem volumeOverride = 29875 stackable = false editorItemsCategory = false } } // This next bit allows EVA repainting of the OKS inflatable storage module @PART[OKS_Storage_ILM] { @MODULE[FStextureSwitch2] { @repaintableEVA = true switchableInFlight = true } } For some reason I can't get the EVA repaint to work properly, hence the "switchableInFlight" addition.
  20. You can edit the settings.cfg in the KIS subdirectory. Look for the following part: EvaPickup { grabKey = g attachKey = h allowPartAttach = false allowStaticAttach = false allowSnapAttach = false maxDistance = 3 grabMaxMass = 1 dropSndPath = KIS/Sounds/drop attachPartSndPath = KIS/Sounds/attachPart detachPartSndPath = KIS/Sounds/detachPart attachStaticSndPath= KIS/Sounds/attachStatic detachStaticSndPath = KIS/Sounds/detachStatic draggedIconResolution = 64 } If you change the grabMaxMass you can increase the weight they can "lift". By changing the maxDistance, they have bigger reach.
  21. You can build quite a bit part by part Takes a while though
  22. Thank you for your story. If I knew how to give rep on this new forum, I would You sir, have the right stuff.
  23. Built a career spacestation with OKS and KIS. (No docking, everything bolted together.) It took 7 launches of the hauler in the background to build it from the core to what is in the image. Was real pleased with myself until Valentina pulled the chutes too early on kerbin return and ended up as fertilizer.
  24. I'll do that, want a little more details then I'll post an issue on github. Thanks for thinking along
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