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lekkimsm2500

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  1. You're far from the only one wanting to know if this will get 1.12.2'd. I've been missing adjustable landing gear for so damn long. They really were a treat to have.
  2. I've had some bad experience in the past with surface bases and whatnot, that despite they had features that would allegedly attach them firmly to the ground of whatever planet/moon they were deployed on, time warping would in most cases end up being the end of bases i had made. Jumping, twitching, glitching and just generally the charm of KSP physics. Just how sturdy/resilient is this against quirky physics? Do modules actually STAY attached, assuming attaching modules and bases is a thing in this mod?
  3. Sorry for the bump, it's apparently just a shallow glitch, it updates correctly the moment i bring to the launchpad. Is anyone familiar with any specific mods that tends to conflict with US? Switching between heights or payloads tends to just add more containers, and i don't have a great guess as to what could be the cause of it.
  4. Well latest version of ForScience does work to an extend in 1.8.1 But up till 1.7.3 ForScience would also include DMagic Orbital Science parts. It will list DOS parts, along with stock science parts, but clicking on the DOS parts does nothing, and there's no longer any automation to them. You have to manually reset parts that's not stock. Who'd be needing to update for this to work again? DMagic, or ForScience?
  5. ChangeLog: =================================== v1.7.1 ============================================================ +++ Improvements * Implemented Cargo part category and Inventory processing. * Implemented PAW UI drop-down grouping functionality. * Implemented scrollbars to PAW UI windows. * Added a new type for PAW fields, a double slider to set ranges with a min and max values * Kerbal Portraits now available on EVA. * Implemented Axis groups. * Implemented Action/Axis group override sets (if 'Activate Action Sets' is enabled) * New game setting - Shadow casting for CBs. * Add and apply High Gee settings to wheel suspension. +++ Localization +++ Parts * Fix Bobcat, Wolfhound, Kodiak, Poodle, Terrier, Spark, Flea, Hammer SRBs not recognising thrust obstructions. * Fix Twitch, Spark ISP engine value. * Fix Flea and Hammer white variant using incorrect texture +++ Bugfixes * Fix for maneuver mode UI being interactable while the Pause Menu is active * Fix for maneuver nodes collapsing to delete mode if moused-over quickly after switching nodes with the maneuver mode UI. * Fix maneuver node data being copied across nodes in some circumstances when using the maneuver node editor. * Fix NRE when root part is delete and fuel overlay is turned on. * Fix Menu Navigation when in the Game Difficulty > Advanced menu. * Fixes to wheel suspension spring and damper settings. * Fix wheel damage on docking, undocking and loading on high Gee CBs. * Fix wheel friction. * Fix engineer report showing incorrect mass for vessels containing parts with variable part module mass. * Fix simply clicking on maneuver node resetting the node burn. * Fix science experiment overwrite dialog text. +++ Mods * Added GameSettings.SaveSettingsOnNextGameSave method to flag the settings dirty and trigger a settings save next time the game is saved. * New GameEvents.onPartActionUIShown when PAW window is shown. * PartLoader no longer clears modules and resources from preconfigured parts. * Contracts - contract definitions Nodes are now processed additively. Before subsequent Contract nodes encountered on loading would override each other. * Experience Trait nodes can now handle multiple Effect nodes in different cfg files.
  6. So i need a little fix'em. For the longest time, i had a custom patch made for MJ. It would simply enable all MJ features in career, at the first node of the tech tree. Simple. [code]@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = basicRocketry } MechJebModuleSmartASS { unlockTechs = basicRocketry } MechJebModuleManeuverPlanner { unlockTechs = basicRocketry } MechJebModuleNodeEditor { unlockTechs = basicRocketry } MechJebModuleTranslatron { unlockTechs = basicRocketry } MechJebModuleWarpHelper { unlockTechs = basicRocketry } MechJebModuleAttitudeAdjustment { unlockTechs = basicRocketry } MechJebModuleThrustWindow { unlockTechs = basicRocketry } MechJebModuleRCSBalancerWindow { unlockTechs = basicRocketry } MechJebModuleRoverWindow { unlockTechs = basicRocketry } MechJebModuleAscentGuidance { unlockTechs = basicRocketry } MechJebModuleLandingGuidance { unlockTechs = basicRocketry } MechJebModuleSpaceplaneGuidance { unlockTechs = basicRocketry } MechJebModuleDockingGuidance { unlockTechs = basicRocketry } MechJebModuleRendezvousAutopilotWindow { unlockTechs = basicRocketry } MechJebModuleRendezvousGuidance { unlockTechs = basicRocketry } } }[/code] But, and i cannot tell if it's 1.7.0, or if it's a mod or two doing this, with the patch applied, it seems to be back to normal, unlocking individual features on different nodes. Could it have something to do with the Restock mod i have installed? Or some other mod with similar functionality? Edit: Oh well, i managed to fix it, by tampering with the MechJebNoCommandPod.cfg.
  7. Oh boy, i just came in here to ask about if you'd be adding some more IVA's, and reading this, i'm looking forward to not having more IVA's added for the time being. Can't wait!
  8. I was wondering if it is possible to tweak a CFG or something, to enable for hopping for the drone parts? I'm having issues where neither direct or relay does anything else but connect to KSC, and doesn't go any further than that. Stock parts with support for hopping works just fine.
  9. Sarbian, love the work as usual. And i have a suggestion. I've been fiddling about with build 747, haven't updated for quite a while previous of that, and now noticed the wonderfully feature-rich autopilot. I love it. However, compared to the old mechanic, (which i THINK was called spaceplane hold?), the autopilot seems to have a very difficult time keeping my aircraft from bouncing up and down through pitch. It can't seem to stabilize, until i've gone through the meticulous process of alot of limiting authority, on all pitch-active control surfaces, and even any SAS modules too. Would it be possible to add some sort of tweakable factor within autopilot, that would determine some sort of aggressiveness, responsiveness or dampening of the autopilot?
  10. It doesn't look like it. If i downscale it, all of the Δv on default i had on the default size, turns into 0, and provides some crazy 75 TWR. This is at least what MJ reports. And if i go to launch it, the camera gets extremely screwy and starts to gain altitude, the velocity goes up and down just as screwily.
  11. There's a chance it could just be because of my mods, but if i try scaling the Twin-Boar engine down, things get really screwed up. Can anyone else confirm this for me?
  12. ... You're making it sound like the developer is a robot or something.
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