Azimech Posted June 1, 2014 Share Posted June 1, 2014 Look in Structural. Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 1, 2014 Share Posted June 1, 2014 Stupid question probably,But I cant seem to find the module, what page is it under?(utility, science, etc.)If you're ever in this situation again check the part.cfg file, and whatever it says for category is where you'll find the part. Link to comment Share on other sites More sharing options...
TheReaper Posted June 11, 2014 Share Posted June 11, 2014 by any chance can you add a 3.75 meter version of this in the future updates? the size of nasa parts , i use them a lot and it could come quite handy Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 11, 2014 Share Posted June 11, 2014 by any chance can you add a 3.75 meter version of this in the future updates? the size of nasa parts , i use them a lot and it could come quite handyAlready done Link to comment Share on other sites More sharing options...
hawk_za Posted June 16, 2014 Share Posted June 16, 2014 awesome plugin thanks so much been looking for something like this for ages Link to comment Share on other sites More sharing options...
hawk_za Posted June 16, 2014 Share Posted June 16, 2014 is it meant to do this Link to comment Share on other sites More sharing options...
UnanimousCoward Posted June 16, 2014 Share Posted June 16, 2014 It’s a quirk of surface attachment - KSP does it for every part, you just don’t normally see it as those bits are on the inside.I get round it by attaching things to the bottom of the pod itself first, then adding the service tube afterwards. Alternatively you can attach them to the top of whatever’s underneath the service tube. Link to comment Share on other sites More sharing options...
hawk_za Posted June 16, 2014 Share Posted June 16, 2014 cool that is the work around i was using as well i just wanted to make sure it was not a bug or worse user install incompetence ps thanks for the fast reply Link to comment Share on other sites More sharing options...
coldblade2000 Posted June 22, 2014 Share Posted June 22, 2014 Hey, could you change it so that it uses tweakscale like your arm parts, procedural fairings and others? It would be really useful and you don't have people asking for re-scales all the time.Would help us RSS players. Link to comment Share on other sites More sharing options...
nanowinner Posted June 27, 2014 Share Posted June 27, 2014 (edited) This mod does not do very well while landing on Eve. Let me explain.I've used a ship that had one of the parts on it while trying to land on Eve. I had many other mods like DREC, FAR, RC and EVE (+BetterAtmospheres) and always, always when the parachute FULLY deployed my ship suddenly gained an enormous amount of horizontal speed causing it to dismantle and burn up due to deadly re-entry and FAR. So I started troubleshooting the problem by removing the above-mentioned mods one by one as viewed here: http://goo.gl/JhKnk9The results were always devastating for my crew and mental health. It turns out all of them were safe and innocent. ONLY once I removed the little part from my craft did the craft not explode in a fiery death (again, consult link to fully understand what I am talking about). Just reporting this, because I really love this mod and want it to be flawless!Hope this helps!P.S. For the full correspondence with stupid_chris and other forum members check pages 155 through 158. Edited June 27, 2014 by nanowinner Link to comment Share on other sites More sharing options...
Hodo Posted June 27, 2014 Share Posted June 27, 2014 This mod does not do very well while landing on Eve. Let me explain.I've used a ship that had one of the parts on it while trying to land on Eve. I had many other mods like DREC, FAR, RC and EVE (+BetterAtmospheres) and always, always when the parachute FULLY deployed my ship suddenly gained an enormous amount of horizontal speed causing it to dismantle and burn up due to deadly re-entry and FAR. So I started troubleshooting the problem by removing the above-mentioned mods one by one as viewed here: http://goo.gl/JhKnk9The results were always devastating for my crew and mental health. It turns out all of them were safe and innocent. ONLY once I removed the little part from my craft did the craft not explode in a fiery death (again, consult link to fully understand what I am talking about). Just reporting this, because I really love this mod and want it to be flawless!Hope this helps!P.S. For the full correspondence with stupid_chris and other forum members check pages 155 through 158.Funny I use this mod quite a bit, and I have yet to run into this issue. What all do you have packed into those service modules? I have at most 4 or 5 things in mine. 1 maybe 2 oxygen tanks from ECLSS, 1 Mechjeb module, and a pair of batteries. Link to comment Share on other sites More sharing options...
mrsinister Posted June 27, 2014 Share Posted June 27, 2014 yeah, I don't ever have a problem with this either.... and I use at least 1 every flight. Link to comment Share on other sites More sharing options...
Mavzor Posted June 28, 2014 Share Posted June 28, 2014 For those who enjoy being able to activate them without EVA. Activate service compartment no eva.Open up your SerCom1m.cfg and SerCom2m.cfgFind and change the line availableInVessel = Falseto availableInVessel = TrueEasy.I just wish this had a larger door Link to comment Share on other sites More sharing options...
nanowinner Posted June 29, 2014 Share Posted June 29, 2014 I had 2 tac life support parts (the small xec can ones), 2 batteries, 2 generators and MechJeb's part. Link to comment Share on other sites More sharing options...
Hodo Posted June 29, 2014 Share Posted June 29, 2014 I had 2 tac life support parts (the small xec can ones), 2 batteries, 2 generators and MechJeb's part.Still never had this issue. Link to comment Share on other sites More sharing options...
NNYGamer Posted June 29, 2014 Share Posted June 29, 2014 I had 2 tac life support parts (the small xec can ones), 2 batteries, 2 generators and MechJeb's part.The compartments are no as rigid as other parts, I usually build so it's the last part on and the area covered is connected via other parts. Additional struts inside also works. You have to enable part clipping to be able to place the compartment over the existing gap. Link to comment Share on other sites More sharing options...
nanowinner Posted July 10, 2014 Share Posted July 10, 2014 The compartments are no as rigid as other parts, I usually build so it's the last part on and the area covered is connected via other parts. Additional struts inside also works. You have to enable part clipping to be able to place the compartment over the existing gap.It didn't brake cause it couldn't handle the deceleration or something normal like that, it bugged out. I get what you are saying though. Link to comment Share on other sites More sharing options...
NNYGamer Posted July 12, 2014 Share Posted July 12, 2014 Is it possible to make this a tweekable part? Give it the ability to change sizes and number of doors. I would love to have multiple doors on them for accessing stored containers from KAS. Link to comment Share on other sites More sharing options...
Olympic1 Posted July 18, 2014 Share Posted July 18, 2014 Will you update this to 0.24? Link to comment Share on other sites More sharing options...
MarcRan17 Posted July 19, 2014 Share Posted July 19, 2014 Will you update this to 0.24?If I'm not mistaken, the only reason this mod isn't working in 0.24.0 is because the Firespitter plugin it requires hasn't updated yet. Supposedly, that's in the works right now, so it should be fixed soon enough. I don't believe there's much for him to do on his end for now. Link to comment Share on other sites More sharing options...
shrx Posted July 19, 2014 Share Posted July 19, 2014 Firespitter dll is updated:http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v6-3-%28May-6th%29-for-KSP-0-23-5?p=1280402&viewfull=1#post1280402 Link to comment Share on other sites More sharing options...
MarcRan17 Posted July 19, 2014 Share Posted July 19, 2014 Firespitter dll is updated:http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v6-3-%28May-6th%29-for-KSP-0-23-5?p=1280402&viewfull=1#post1280402Excellent! That's a number of things fixed! Link to comment Share on other sites More sharing options...
nothke Posted July 29, 2014 Author Share Posted July 29, 2014 I was noted that the cost is not adjusted for contracts. What do you guys think the cost should be? Link to comment Share on other sites More sharing options...
Temeter Posted July 29, 2014 Share Posted July 29, 2014 Not to high, they are purely structural and need a bit of stacking to acommodate stuff like science modules. You'll already get a small lander cabin for 1.5k.Maybe 500 for the small one, 1000 for the big one? Link to comment Share on other sites More sharing options...
acc Posted July 29, 2014 Share Posted July 29, 2014 I would say sheaper. 250 for S, 500 for M. Link to comment Share on other sites More sharing options...
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