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Whitecold

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Everything posted by Whitecold

  1. I recently came back to this mod, and the current models for the experiment pods don't suit me well. I can't differentiate between the different experiments, and they have a weird form factor between 1.25 and 2.5m parts. Is there some way to get the old science pods back?
  2. How can I access the xtransmit of the eva report? I tried this and it doesn't affect it: EDIT_EVA_MODULE[ModuleScienceExperiment] { xmitDataScalar = 0 }
  3. Thanks for pointing me in the right direction. Will now only have to figure out the correct syntax.
  4. Is there any way to access the EVA report / Surface Sample with module manager? I would like to modify specifically the xtransmit value, so you have to return reports to Kerbin for full science
  5. I am also on OS X, and I can't transmit science of any kind with RemoteTech. Clicking transmit successfully removes the data from the ship, but it never arrives.
  6. I'm getting this bug again with a totally different craft on the runway. What does this error message even mean?
  7. A spacestation of mine developed a specific bug. It disintegrates on the launchpad on arrival, and I get a message on screen: ERROR Time Warp Claw Bug and a recommendation to quicksave and reload. That does not help, and I have no idea what this message means, there is now Claw involved in the design or has been used before. Edit: Reshuffling the parts of the craft, it now no longer disintegrates on the launchpad, but as soon as I hit 10000m altitude. According to the log some girders break, which makes no sense as they are on the very top and all that is attached ar two solar panels
  8. I'm not sure, the part count is not particularly large, and the count was even higher during launch. So far everything was transported with a single rocket.
  9. I have a mysterious lag issue. I'm trying to build a MKS base on Minmus. I launched three modules. I had no lag for the launch, one rocket. The first two landed nice, and I connected them with KAS tubes. As I approached with the third, the game slowed down to a crawl. I force landed the last one with hyperedit, but it didn't improve. Anyone any idea what might be causing the problem?
  10. Mods are very, very easy to install. There is usually a gamedata folder in the data you download, just put everything in there in the gamedata folder in your KSP installation. Tu uninstall just delete those files you moved.
  11. Thanks. I have now some more questions, what is the difference between props and modules? How do I add a module? I tried to add a seat, and KSP can't find the transform, and doesn't show any IVA for the part
  12. I have a question, where can I find the proptools? I installed parttools .23, and there are propCollider and Prop, but nothing called proptools
  13. I have managed to get some structures applied with a bump map, but now I'm struggling to get it converted to a normal map, the bumps just don't show up in the bake, and I get a flat blue result.
  14. Thanks for the information. I looked at normal maps, how do you make those? Pick all the colors in an image editor, or are there tools to make it easier?
  15. Also important, where is your cursor? Look that it is inside the object, you can press shift-c to reset the cursor to the origin
  16. Hello I'm trying to get started modelling, and I was relatively successful in making the rough shape in blender. However I was looking how to make those rippled shapes similar to the FL-T200 Fuel Tank. Can anyone give me any tips how to accomplish this?
  17. I can't seem to install the part tools. I dropped it in the asset folder and tried to import the package, but I got the message "Error while importing package: Package has unknown format" The download was a zip, and I renamed it unitypackage, as else I couldn't even select it to import, and unzipping gave me a bunch of individual files. Edit: I managed to get the .20 Parttools working, there was no trouble there.
  18. These compartments look so great, together with fairings my rockets now also look like rockets, and not ungainly monstrosities atop some rocket engines.
  19. You can adjust those values yourself in the overview to your fancy. And increasing storage capacity of the command modules is a very simple hack, just open the part file and plug in the new value
  20. Thanks a lot, full self sufficiency shouldn't be easy anyway, I need excused for my outsized installations anyway, it's lot more fun if they do something instead of just empty modules for show.
  21. We need a greenhouse, needing sunlight, consuming water and CO2, producing food, O2 and wastewater. That would make near infinite missions, colonies possible.
  22. There are also options to limit the max accleration in the utilities
  23. In my opinion comfort shouldn't depend on the age of the ship, only the mission time of each Kerbal. Comfort isn't really a resource, getting an unhappy Kerbonaut into a really comfy spaceship shouldn't make him instantaneously ecstatic, that should take quite a while. I'd propose a system which includes different factors. Each one drains comfort, or raises it a bit if its fulfilled, making them happy should be harder than getting them to panic in the first place. There should be caps, especially for raising comfort again, that you need to take care of almost all of them. Different factors that would work well: Total mission time, should begin after a week or so to make long time missions harder Com connection, would be really nice in connection with remote tech, else just checking if an antenna is present. Living space, each slot gets a cozy value. To make it simple, add all the values together and divide by numbers of Kerbals present. Should have a Cap Starts, Landings etc. should be stressing, maybe dependent on stupidity. Emergencies like running out of oxygen, food, water, electricity should be really stressing. Loneliness should drain comfort, they get happier in a group, up to a limit. For punishment a reaction delay would be nice, maybe worse science results (sloppiness) if that is possible. Increased food consumption is a bit easy to counter, you can pack quite a bit of snacks instead of a comfy hitchhiker.
  24. I really like the idea, but the implementation as resource breaks down as soon as you can switch ships. If you exchange your crew, the new ones shouldn't start stressed out. It would have to be tracked per Kerbonaut, not per Vessel, as currently all resources are.
  25. Thanks for all your tips, I'll be trying them out with some more lift and thrust. Also how many intakes do you usually employ?
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