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Constan7ine

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  • About me
    Curious George
  • Location
    Galway, Ireland
  • Interests
    Studying theoretical physicist, addicted to spaceflight and video games.

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  1. Does anyone know if you need to make a new save for the surface features to spawn on planets? I heard that in a preview youtube video and would like some clarification.
  2. @CaptRobau I assume mods with science experiments like SEP, @DMagic science and such will be broken due to the renamed biomes. Do you mind if I go and update their configs? Edit: Looks like it works fine using the default science defs, that'll be fine!
  3. Reinstalled from the download from SpaceDock and it's working now. I previously downloaded from GitHub, so if they're identical I must have done something wrong the first time. Thanks!
  4. TCA isn't showing in my applauncher. Could this have something to do with the Contract Configurator bug I've been hearing about? This thing: http://forum.kerbalspaceprogram.com/index.php?/topic/150719-contract-configurator-broke-my-mod/&do=findComment&comment=2826102
  5. Can confirm the bug @Drakenex is experiencing. Everything is offset and weird and not working properly. Removing KJR fixed it.
  6. I just realized what this mod is. It's completely absurd. I love it.
  7. I think the bug @Nertea is talking about is occurring in the tech tree, which doesn't align with the bug reports of VAB/SPH flickers.
  8. Hello, How does the crew hatch work in this mod? It doesn't have crew capacity? And it seems to attach to things.
  9. I see a reusable space program playthrough coming on
  10. It's being worked on. 1.2 changed some things regarding fuel flow that are causing problems with the mod. I also heard somewhere that some of the orbital mechanics maths had new domains (0, 2pi => -pi, pi) which would cause issues with KER. I have faith that the mod dev is working on it, we just have to be patient, bugs are hard to fix and can take any amount of time.
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