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Selentic

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Everything posted by Selentic

  1. The SaturationSAS module is really interesting, but it really clutters up the command pod's right click menus. Is there any way to turn that display off (since the plugin has its own interface) with a cfg file or something?
  2. Actually you'll probably just land the thing inside of an aeroshell - it's just supposed to sit on the ground and suck in air and water for your Duna base.
  3. I built something like this for my own use, but didn't think to just add new resources to the planets! Replacing my code with yours - though I'm gonna keep using Bobcat's classic ECLSS parts for my heavy-duty sabatier. Edit: Btw, if you want to tweak/specialize the air filters more you can spawn new parts using: +PART[airScoop]:AFTER[squad] {changes}, and etc.
  4. Ditto. Looks fantastic - and I love the IVA. I use RPM, but I actually like the idea of having the first couple of capsules on the TechTree lack the RPM consoles. Just need to figure out how to make the Mk1 RPM config tech-unlockable!
  5. Does anyone have the code for 1.0 to fix the attachment nodes on Bobcat's awesome tanks? I'm always leery of messing with the node configs myself, since weird things seem to happen. The radial ones work fine, of course, but the inline parts have buggy bottom nodes - although you can get them to attach to each other upside down. EDIT: I figured it out: Flip the fifth digit to -1 and everything works just fine. Phew.
  6. Here's another one, unless it's intentional: the heat settings for the controllers are still set to the old default of 3600 - which means you can de-orbit them... unattached. I noticed this when Bill dropped a Radio-GAGA he was trying to bolt to the capsule while sub-orbital - and the thing landed at KSC to be picked up by StageRecovery.
  7. I think i caught a bug before even starting the game: has in its config file. That'll cause problems for people who use the radio! (The description is also fragmentary; I downloaded the pack off of github.)
  8. I really like what this plugin does, but I have to second the calls for a hide-able interface - or better yet an integration with the new KSP stock toolbar ...but I bet that's really hard!
  9. For me it says KAS (and Firespitter) is incompatible, running either version of the installer. (I don't think having both installed would be an issue, but it could be.)
  10. Those launch sparkers could be really cool if combined with Engine Ignitor...
  11. Actually, if you recenter the view on a non-ship object (ie Kerbin) the window will go away. Not exactly a fix, but it works if you want it... >_>
  12. Not sure if this is intentional or not, but when you tweak "Track Sun" to On it makes even static panels track the sun, and draw power even when shaded. I mean, I'm not sure that was what you were going for or not, but it just kinda seems wrong? >_>
  13. Wow - just have to say I just installed 2.10 and it seems like my game is running better than it *ever* has before! Didn't even restart.
  14. Looking fantastic! Going to have a big inflatable greenhouse to go along with the food and water?
  15. True enough. It just seemed really strange the couple of times it happened. Not something really worth worrying about. (PS: FAR doesn't try to take into account the mess that is parachutes, does it?)
  16. Agreed. Going by the Isp, which fits the nicely stockalike design of the engine bell fine, you could balance the thrust-to-mass ratio against the LVT-30 - which gives you a mass of 0.15~ tons for a 25 kN, 365 Isp thruster.
  17. I've got a little quibble with FAR, that i'm not sure if it has been noticed or not or if i'm doing something wrong - if you reentry the atmosphere with a pod or small ship while spinning you keep spinning all the way down (even after the chutes (RealChute) open). I'm pretty sure that's not supposed to happen! Anything I can do about that - or should I just stop spinning? >_>
  18. Just noticed my game runs slower too with 2.9 over 2.8 (no other changes) - when the reentry effects light up (running Deadly Reentry if it matters) the clock turns yellow and the whole simulation grinds to a crawl. Not sure if it is due to 2.9 or not, but nothing else changed, so I thought it was worth noting. I'll try adding DR to the blank cfg list and see if that fixes anything. ...once i land
  19. Looks like v9 also causes asmi's ECLSS Oxygen and CO2 tanks to not load, along with 6S and KAS.
  20. Two Things might be the problem here: 1. You have to target your receiver (the Mun ship) with your Kerbin dish-carrying sats - usually just targeting the MUn works, too, with the wide angle dishes 2. Your Kerbin-orbit sats might be out of comms with Mission Control - 400km is a pretty low orbit; each sat will be out of contact most of the time, but you might be able to make it work
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