Jump to content

tanelorn

Members
  • Posts

    19
  • Joined

  • Last visited

Reputation

11 Good

Profile Information

  • About me
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Just an FYI, opengl is a bandaid only. Using it has disadvantages. Texturereplacer has issues with it, and certain MFD things don’t work. For example the orbit info graphic doesn’t show your position or the ApA / PeA markers.
  2. DMagic I love your mod but please add biomes to low orbit!!! We should be able to read more than one magnetic field in low orbit. Same for plasma wave and several other tests. I personally edit many of your science experiments so they recognize biomes in low orbit. We all know that things like magnetic fields vary drastically at different positions in low earth orbit.
  3. Angel, I and others who want to enjoy this mod are clueless on how the science system works. You really need instructions on the front page of this forum thread. Or a link to instructions.
  4. Yes please, anyone who thinks they can help.. this is a big deal. I, for one, have other issues with OpenGL such as non rendering textures. So I'd really love for RPM to work with the current KSP build.
  5. https://imgur.com/a/jqmVP I just re-installed KSP for the latest version (1.4) and many parts of RPM components are backwards, upside down, etc. I have tried this with no extra mods (Just RPM), and also with ASET cockpits and props. It makes no difference. Can anyone help me figure out how to fix this? Is RPM not compatible with 1.4? ** EDIT*** Reading earlier in this thread I see I'm not alone. Eagerly awaiting a solution. Thanks MoardV for looking into this.
  6. I could use some help please. The ALCOR does not appear in my tech tree. I am in career mode. I am using the community tech tree. I looked in the ALCOR files and couldn't find a reference to it's tech tree location. Anyone know why I can't research it?
  7. I have an issue but it may be due to mod conflict. Most of the missions, in fact all that I can see, give a negative value to completion and a double negative to failure. ex: completion -120,000 failure --98,000 Anyone else have this issue? I do have other contract packs, I have the reward modification mod, and I have stragego or strategum or whatever it is. Other contracts are fine so I don't think it's due to a mistake on my end but it may still be a conflict.
  8. Same here. I am up to date using CKAN as of 9 Mar 2017. It won't display heat during re-entry. I have RPM, ASET, and VV in CKAN updated.
  9. Anyone have issues with the cameras in IVA showing weird blue polygon stuff obscuring the view? Seems to be related to the blue sky of kerbin but will appear even when looking away from the planet. Angles, even changing where you look in the cabin causes the polygons to shift. It's really annoying. I have alot of mods added, not Kerbalism. I have scatterer and EVE, which I think may be the culprits. Anyone else? I checked the thread here and didn't find anything.
  10. Recently, possibly due to updates by ASET, my Mk1 command module will not let me deactivate the Ground Prox warning by clicking the warning button anymore. This is a huge issue! Is it a problem on the KSA end or on the ASET end?
  11. I really need some help with docking and waste heat. I docked my kethane probe to my space station, and it maxxed out it's solar panels waste heat from the station. Now if I undock the probe, its solar panels are at max waste heat and won't work! The probe doesn't have radiators as it didn't need them for just solar power. How do I prevent docked vessels from absorbing all the waste heat? And how do I recover my probe?
  12. Significant addons: 1. Lazor systems docking port camera 2. Docking HUD 3. Remotetech 4. Kethane 5. KSP Interstellar 6. KW Rocketry 7. Engineer redux 8. Mechjeb 9. Hull camera and R-tech science expansion and hull cameras. 10. Various smaller mods like precise maneuver nodes, city and clouds, crew manifest, fuel balancer, etc. I am familiar with the forum thread that shows how to correct a -docker- -dockee- bug that can arise with clampotrons. I've used that method a couple times to overcome docking issues. But now I'm running into a far worse bug that happens repeatedly: My problem is that when I dock two ships, they merge into one and the docker is eliminated from existence. The clampotron retains an option to -undock-, but clicking it does nothing. In examining the save file, the two craft are treated as a single craft, with two docking ports that show the correct docker and dockee, but of course the dockee ship no longer exists. I haven't had a trouble-free docking action for a long time now. It's so consistent I'm starting to just do EVA transfers to the rescue ship instead. And I'm completely screwed for such actions as kethane mining and transfering fuel to refuel stations. Another clue to the nature of this issue may be from what I think is a remotetech bug: It's not uncommon for me to switch to another ship and in doing so I lose the ability to see any ship and I lose the ability to interact with any mod toolbars. I can select planets only. Switching to the space center gives me a wierd stratosphere view and I can't click on any buildings. On exiting the game and returning, there's always a couple duplicate probes which I must promptly delete in the space center or they will annihilate eachother if I try to control them. All in all an unpleasant situation but supposedly these mods are all cross-compatible...
×
×
  • Create New...