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Chaia

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    Rocketeer
  1. Yeah, was probably a false-positive. After rebooting (and probably updating, didn't track that tho) it doesn't get reported again. File integry check didn't report anything unusual. Also here is the VirusTotal report:
  2. My Win Defender reports this also: "D:\Steam\SteamApps\common\Kerbal Space Program\KSP_x64_Data\Managed\Assembly-CSharp.dll" found a "Trojan:Win32/Critet.BS"
  3. I will try that now and report back afterwards Edit: That was the issue, engineers (and USI technicans/mechanics need 1 star for building ships). OP should mention that in the first post for the requirements
  4. What level do kerbal engineers need to actually build things? I'm using this mod in conjunction with USI. I put some engineers in a workshop, check if the workshop is actually activated (an USI one). Your mods UI works so far, but when I want to build things, it always says "No engineers", despite having multiple 0-Stars onboard
  5. Can't you just use the difficulty setting to lower the reentry heating to, like, 10%? If Kerbin is 10x the size, reentry heat should be somewhat like vanilla
  6. The occlusion factor means basicly how far the network connection between two vessels can slip into a planet for simulation over-the-horizon sending methods etc. Setting it to 1 means, that you need line of sight between two vessels for connection. As example for kerbin: Set it to 1 and the connection line has to be outside of the atmosphere. Any lower and the connection may slip into the atmosphere. Same for air-less bodies, except the line may slip into hard rock. I play without any DSN, just the KSP. All the modifiers to 1, occlusion too. With my relay pentagon around kerbin, I always have connection, as long as my vessel is close enough, until I upgrade my relay system
  7. Started a new career in 1.1 pre-launch and played around a bit. Build a small rocket with parachute, capsule and "Flea" Solid booster. Being used to really long landing time with normal settings for parachutes, I tuned it down to 500m release height. Apparently 500m are not enough, but luckily my rocket came in in such a flat angle, that the parachute still could reduce the speed to about 20-30 m/s right before impact into water. The Booster exploded and the capsule landed more or less safe in the water. Phew.
  8. You can attach a probe core with the same vector direction as the VoT and use it for autolaunching
  9. I've done a quick check. Go to \Gamedata\KIS\.. there should be a settings.cfg EvaInventory { inventoryKey = tab rightHandKey = x helmetKey = j slotsX = 2 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 maxVolume = 300 openSndPath = KIS/Sounds/inventoryOpen closeSndPath = KIS/Sounds/inventoryClose } That will allow you to change the maximum volume the kerbals can carry in their inventory EvaPickup { grabKey = g attachKey = h allowPartAttach = false allowStaticAttach = false allowSnapAttach = false maxDistance = 3 grabMaxMass = 1 dropSndPath = KIS/Sounds/drop attachPartSndPath = KIS/Sounds/attachPart detachPartSndPath = KIS/Sounds/detachPart attachStaticSndPath= KIS/Sounds/attachStatic detachStaticSndPath = KIS/Sounds/detachStatic draggedIconResolution = 64 } Set MaxDistance and grabMaxMass to a higher value to allow single kerbal to carry more and further I did not try this, but that's how it should work. Remember to redo this after every update of KIS
  10. Probably only with modding KIS, but I have no idea about how to do that, KIS thread should reveal the answer
  11. Your Vessel will also explode if the aerodynamic forces are too strong, those will not burn off your ablator nor heat your vessel, they will just explode it. There is a thread with some research about aerodynamic failure in jools atmosphere, where the vessel was not burning, but exploding if it dips a few km too deep into the atmosphere
  12. You could try to make the probe body as root part, maybe that will count as a new satellite. I have no idea if this actually works :-/
  13. Manned pods still give control without any electric charge left. As m1dane24 said So I guess he doesn't use any remote control pods, but I have no clue what is draining his EC, if he only have a communotron needing EC. We could really use a picture of your vessel and a list of all mods installed
  14. 1. If you use sub-assemblys, make sure that the root part has a bottom node, so you can attach it to your decouplers on the main vessel 2. Every satellite needs to be controll-able on its own, so yes. Every Satellite needs a probe core (any will be fine) 3. Are all these dishes neccessary? You could run into power troubles, if you run all at once (but afaik power isn't calculated for vessels out of physics range) 4. You will be able to attach the satellites to your main vessel, but the dishes will clip into each other. Launching the main vessel is no problem, but as soon as you decouple a satellite, the clipping parts will violently detach, deconstructing themselfs into fine space ashes as they do. 5. Are you using xenon engines? As long as you don't use any fuel switching mods, you can't use octos for them. You need a xenon tank then edit: damn those ninjas
  15. I want to give science points a reason to exist after you complete the normal tech tree. In career mode, you just start a policy to exchange all science for funds/reputation. But why not add some repeatable tech nodes, which hold upgrades to existing parts? For example: The engine upgrade node gives each time completed a bonus of 2-3% to engine ISP, thrust, max temperature, etc Solar panel upgrades would give more EC/s with each upgrade. This would also make solar panels more useful, if you are far away from kerbol. You could split up the nodes even more and make certain item groups like "orbital engine" or "jet engines". Or just add a upgrade menu, where you can select a part, which will get its stats boosted, if you invest a certain amount of science (which will raise after each upgrade for that part).
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