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Taki117

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Everything posted by Taki117

  1. The problem with that though is that most people don't care what it was changes from or to because they don't know how that affects gameplay.
  2. What you can do is use a fuel line going from the carrier to space ship 2. This would force fuel to flow into space ship two.
  3. Why not just make your lifter a subassembly? That's what it was designed for. Above the parts list there is an arrow. Click it to access the subassemblies.
  4. I don't believe the Spaceplane wheels have the right Module, I believe they have "module Landing gear" not 'Module Rover Wheel"
  5. I agree with this. I did a quick and dirty test last night and placing parachutes on the side of the cargo bay had the same issue.
  6. I reject your reality and substitute my own! 2
  7. Yes, aircraft are most useful for part test contracts and short hops to nearby locations (at least early on). To get around the planet you need a suborbital space plane.
  8. This is a must have mod for me! Please keep up the good work (And take your time!)
  9. This is usually what I do. I find an action group I'm not using (Usually lights) and just bind all my science there.
  10. Thank you for your continued work on this mod. I would like you to keep the inflatable heatshield because I like the shape of it and it is really the only inflatable heatshield available that doesn't look completely out of place.
  11. If you have a laptop make sure that fun lock is turned off (or on I'm not sure, if it's one and your brightness is changing change fn lock to the other state)
  12. That is correct. You must have some sort of storage tank for the refined product.
  13. Stay in staging mode and use IJKLHN for translation. You may want to hit alt+L to lock your staging and shut down your main engine, just in case.
  14. I think this is due in large part to how your craft is constructed. I believe that it only counts verticle stages, not horizontal ones.
  15. Ignore it. The reason it pops up is because there is a Flag Pole biome and it's not recognizing that it exists. You should have a Minmus contract (Unless you've already been there)
  16. It might think that they are in the service bay, try opening the service bay and deploying your chutes. Then submit a bug report.
  17. Possible? Very likely. Return? Not so much. The issue is you only have 18 parts to work with, 2 are command pod and parachute, this leaves a max of 16 solid fuel engines, but then you run into weight.
  18. The new tech tree is supposed to be in a config file. Maybe try checking out the current tree and see how nodes are set up? (Am away from computer or I would take a look)
  19. It is the button under the planet information tab in both the Map View and Tracking station. Here's a Quick and dirty tutorial https://youtu.be/tDmJZueCK4s?t=432
  20. Part of the problem is that the Tech Tree is now defined in a Config file, and they are fighting each other.
  21. I second Kerbal Engineer, at least until you learn to fly. I also advocate knowing the math behind the dV readout, just so you know what it's doing behind the scenes.
  22. in the config it's the "node_stack_bottom" line. You will have to adjust the =.48 down (I would try something on the order of .65 first)
  23. KSP Intersteller Extended has been updated for 1.0 (Current version 1.0.0)
  24. http://forum.kerbalspaceprogram.com/threads/116916-Comprehensive-Mod-Compatibility-List-for-KSP-1-0 Enjoy
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