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Selentic

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Everything posted by Selentic

  1. I've done a number of LES aborts during flight, a couple on the ground, and one accidental one during orbital insertion when the staging got mixed up. I tend to only play campaigns with KCT and Kerbalism running, so when something goes wrong during a non-"simulated" launch I need a way to save as much of that expensive payload as possible! I do have to note, looking over my last campaign's designs, however, that once I unlocked the nose-cone docking ports, I retired the LES in favour of seperatrons strapped to the capsule or interstage... Also, playing with a part failure mod makes having abort modes in your design a must!
  2. While we're piling up bugs or potential bugs here, I found a minor/wierd graphical one I didn't see anyone mention in the last few pages: With a craft directly between the Mun and Kerbin, pointed at the Mun, and the Timewarp turned on (x10) if I switch BodyRelevantRotation between Kerbin & the Mun the craft appears to flip headings instantaneously from pointing at the Mun to Kerbin, and back as I toggle the PR setting button. Crazy, right? This seems like the kind of thing that might be hard to hunt down, but at least it doesn't *actually* affect anything... I think! Edit: Oh, I should point out that the craft in question was uncontrollable due to being powered-down.
  3. Those are very, very nice! And I love that flag! But, really - printing out the names as "Kerman"? That is stroke of brilliance! Brilliance. Mine aren't nearly as pretty, but I've put together quite a few patches as well. Let's see if I can share them.
  4. Very interesting for a new game mode! I'll have to try this out with the "minimal set" I'm putting together for my next career game. >_> One quibble though - maybe you shouldn't call it a "contract pack" in the thread title since it is a complete tech overhaul!
  5. Not sure if this is fixed yet or not, but in the 3.0.5 pack I just downloaded the engines all don't flameout properly. Judging from playing with the RLA pack, the issue is with using "directThrottleEffectName" - the effect keeps playing as long as the throttle is up.
  6. I have to say I really appreciate the simplicity of this mod. I am looking forward to the diversity of failure modes and necessary backend improvements (I'd like to be able to use MM to key failure rates for different part categories or something like that), but I like what the mod does in the simulation: sometimes things just go unexpectedly, unpredictably wrong. >_<
  7. Apparently, it's 93.75 kg. Well, those space suits certainly are heavy!
  8. This is wonderful! Much more fun (for me) than the more complex failure mods! (Except Engine Ignitor - I miss that one! ) Question: Does the mod affect launches from *other* planets? Whether landing/take-off or using Extra-Planetary Launchpads? The config text seemed to imply that it would generate failures on any planet with an atmosphere, but it's a little unclear.
  9. Wow... that would be cool. Newbie pilots are all shaky and wasteful, while skilled veterans provide smooth and quick transitions! Maybe a skilled engineer could even decrease the reaction wheel's bleed rate... It all sounds like a pain to code though!
  10. Liking the new RCS chines - very practical and good looking! I noticed a couple of bugs, though: - VTOL Standard is trying to call "Model.mu", but the actual file is "model.mu", so it fails to load
  11. Thanks for the fixes! One thing: The EVA-X still doesn't have an entry for USI LifeSupport... although it doesn't really need one if using the default USILS extinction settings. Just thought I'd point it out, since the new radial food container has one.
  12. The Orb has a great one! With RPM support, even. The others are more bare-bones, but the FLAT is the only part that is missing its IVA. (Though you can always use the Inflato2's.)
  13. Any reason why you don't have TechTree integration? Here's my config for the techtree, if you want to add it into your MM config package:
  14. This is very cool. One thing that doesn't seem to be working for me is using the "Name = * " line in the .layout files - the in-game layout selector displays the name of the file for the three standard configs (although it lets me change everything else about them as usual), and leaves any custom configs (created by making an new text file and changing it to a *.layout) blank, though they're still usable.
  15. So now I feel bad about putting a 100L container on every Crew seat! >_>
  16. Thanks, sometimes I miss the obvious... But I'm still trying to figure out whether I can use the KIS resource use code for things other than EVA Propellant! I'm pretty sure it's a KIS issue, because I've usually had it happen where the item the Kerbal is equipped with disappears into the pod (along with the clone), and my "original" kerbal outside the pod is now missing the KIS item... but who knows! >_> Glad to know it's not just me, tho. Sometimes I manage to break KSP in the most ridiculous ways - one game in .90 ended up with water that would instantly cause anything that touched it to spin itself to death...
  17. I set my tree up so the Ion node only has the stock "Dawn", in it, while the advanced Ion & electrothermals are even with each other after the split... but yeah, it's something that has to be tinkered with for NFP compatibility. Might just change the positioning of the CTT nodes. Let's see: That's the LFO Cutter, the MP Cormorant, Albatross, & MPR-45, and the electric Resistojet, Arcjet... so probably all of them. (EXCEPT the Ion-2; the lighted grid shuts off properly.) The only "effects" mods installed are Planetshine, which shouldn't matter, and EngineLight - which *does* shut off when the flameout condition triggers. (I just went and checked it with EngineLight removed with the same results.) Hope that helps! EDIT: I think i managed to fix the "flameout" graphics issue - i went and replaced "directThrottleEffectName" with "runningEffectName" and everything seems to work as intended and the graphics are toggled appropriately.
  18. It's an amazing set. Beautiful, practical, and fits in nicely with the stock aesthetics. Hmm... I don't get an option to equip the EVA-X... but it equips automatically when carried - and it looks like Bill does get to draw on its resources when he's carrying the pack - so that works! Excellent. (EDIT: However, it looks like once you've used up all 5 of your starting EVA Propellant while using the EVA-X you're thrusters stop working, and there's no way to get at the remaining 5 in the pack. Maybe it needs a "refuel" action like the KIS Eva tank?) Though it looks like the backpack always gets tossed off into space when I re-board the kerbal into his pod! However, that is better than when happens when Bill boards the pod with a tool or EVA tank equipped : Yep, I've apparently discovered a new way to clone Kerbals... EDIT: Huh, had this happen every time for like four full test runs... but now that I ripped KAS & KIS out and put them back I can't replicate it. I *guess* that's a good thing! ;0 However, all this experimentation has led me to solve my original dumb user interface issue - in case anyone else missed it: you can put objects that are 'grabbed' into Inventory by simply left-clicking and dragging them into a slot. It's the simplest thing! >_>
  19. The RLA electrothermal & advanced Ion thrusters fit nicely on CTT's expanded Ion branches - I moved them up there in place of the as-yet-unreleased NearFuture engines that I'm pretty sure they were created for. I stuck the arc & resisto jets in "plasma propulsion" since i figured "close enough"! PS: Does anyone have an already done fix for the RLA engines not going "flame out" correctly? I'm always loathe to mess with the animation code, but I really like the big monopropellant rockets.
  20. US is one of my favorite mods. The Radial Oxygen tank uses "ModuleKISItemEvaTweaker" ... hmm.. okay, I tried that. It gives me a "carried" tag in the KIS Inventory, but it doesn't actually seem to pull resources from the tank. Also, nothing happens when I press the "drop" button. I tried tweaking the config lines for the ModuleKISItemEvaTweaker, adding a "use" action and the "usable" lines from "ModuleKISItemEVAPropellant" - that gives me a "use" button in addition to a "drop" button in the Inventory... but nither of them do anything! I guess I'm at a loss, although I haven't tried playing with the unique codes for the "Fun Pack" items yet.
  21. Okay, dumb question here, but I've scanned through the last few dozen pages of the forum and the documentation on GitHub ... and can't find even a mention of this... so I *assume* it isn't an enabled feature... but I'll ask anyway... >How do you put KIS objects back into a Kerbal/Container's Inventory once you've drop/attached them out?< I see how you can equip/unequip items on the jetpack slot, but that's it... Bonus Question: anyone have the code to make something like the EVA Propellant KIS bottle work with other resources? I tried using the same module (ModuleKISItemEvaPropellant), but it didn't actually allow access to the part's resources without being surface attached. I want to make KIS O2 bottles for TAC.
  22. This is very cool. I've been using a set of generic per-planet Mission Flags, but now I'm going to use this to make per program patches!
  23. Same here. I even tried making a custom config file and using my modmanager to overwrite directly into GameData on game load, but no luck.
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