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AbeS

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Everything posted by AbeS

  1. there's also a minor bug with the KW side tanks, the info of modular fuel tanks on those are shown twice.
  2. I guess Minmus can stay where it currently is, although maybe a bit harder to get an encounter. And Kerbol needs to get bigger too, while going to Minmus I think one of my vessels got a gravity assist from the Mun and now it's going out of the Kerbol system
  3. You have to add it to the cfg. For example: // --- editor parameters --- TechRequired = aerodynamicSystems entryCost = 3600
  4. There's some weird orbital behaviors with the mun! Pictures of the SOI change weirdness here: http://imgur.com/a/igMo5
  5. This is awesome!!! I made it to orbit, but I feel like I overdid it with the launcher Here are some pictures: http://imgur.com/a/3si6S
  6. I guess I have a bug report: While modifying SRBs that were placed symmetrically you have to modify each booster separately, instead of just modifying one and the others updating as it should?
  7. Kerbal Isp Difficulty Scaler: http://bit.ly/1bT4bm3
  8. I think the problem would be that people like it the way it currently is, and wouldn't like it to get much harder. Maybe?
  9. Are you using KOS 0.84? it has problems with locking variables to variables, at least for me. Instead of: lock vel to velocity:orbit. It does this: set vel to velocity:orbit. So it isn't adapting as it should, it just stays with the initial value. Try using your code in a loop, and maybe it will work?
  10. I was thinking, wouldn't we need more time warp in a bigger Kerbol System? Is it possible to do that? And, does changing the parameters of planets mess with the minimum altitude warp?
  11. I'd love to help testing all this awesome stuff!
  12. It is currently brainstorming, but that's kind of the goal!
  13. "I am not sure whether KSC would relocate properly" But didn't he just made the planet more massive? why would KSC need relocating? Applying the orbital period formula Kerbin's radius is still 600km in that picture, and the mass is like 13 times bigger, I think. Then again, I know nothing about modding and stuff like that EDIT: Nevermind, I was wrong xD
  14. @gendalf: If you right click on the chip you can toggle it! would be nice to be able to do it with action groups though
  15. Love the mod! one little problem though. While in the VAB the Kerbal Economy button is placed over the New/Save/Load Buttons. By looking at your images it looks fine. Is it maybe because I have a smaller screen? In my VAB there's no space between the name, flag, and new, it's all clustered together. I feel like this is a noobish question, but I hadn't had a problem with that before. Is there a way to fix this? Thanks for the great mod!
  16. Does anyone else has trouble with the quickload or changing vessels? whenever I do any of those, and the vessel has the KOS part the vessel disappears! Something else that I've noticed is that I can't lock variables to prograde or other variables like velocity, instead of locking it sets the variable to the current value, and stops updating. An example if you couldn't understand me: lock vel to velocity:surface. print vel + " " + velocity:surface. //prints 20 20 print vel + " " + velocity:surface. //prints 20 21 print vel + " " + velocity:surface. //prints 20 22 So I can't do stuff like lock steering to prograde without using loops. Is it my game or is this happening to everyone? I only left my GameData folder with Squad and KOS and had the same results.
  17. I am also having this problem! Love the mod, but it's very frustrating having to restart the game every time this happens.
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