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IntoSpaceAgain

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  1. I don't know if this is helpful, @linuxgurugamer, but the Automated Science Sampler mod uses a drop-down populated with all the vessel's science containers, so that the user can select which container they want the mod to use. I don't know how it works under the hood, so I don't know how difficult it would be for you to implement in SAR.
  2. You'll likely have better results with flart's Speed Unit Annex, which provides essentially the same service but is updated to work with the current version of KSP:
  3. No, LinuxGuruGamer took this one over a long time ago. You want the version from which does work with the latest game version.
  4. That's really interesting. All the years I've used EEX and I had never noticed that behaviour before, probably because I normally use the hotkey and rarely need higher than 4-way symmetry. Thanks LGG, and sorry for making what turned out to be a false report.
  5. @linuxgurugamerI'm also experiencing this behaviour. Steps to reproduce: Check EEX settings - Max symmetry set to 20. Click save. Click symmetry button in editor - button cycles from 1R to 8R. Go into EEX settings - set Max symmetry to 4. Click save. Click symmetry button in editor - button still cycles from 1R to 8R. It appears that for some reason, the max symmetry setting is not being applied. Granted I've got a fairly well modded install and may be experiencing a mod interaction I've not spotted. KSP log: https://drive.google.com/drive/folders/1Yd0k2SCEHjr0mn-PXzlAmLf8S4z-Ce4K?usp=sharing
  6. Excellent work, @linuxgurugamer . It's working perfectly now. Thanks for the speedy fix.
  7. I can confirm, ScienceAlert isn't working in 1.12. Just tested with only ScienceAlert and its dependencies installed in a brand new career. KSP.log and Player.log
  8. There was a time when it was necessary to slap an AR202 to the side of a vessel in order to use MechJeb's functions, but since MJ is now integrated into command pods by default, you can safely ignore it.
  9. There's an easier way of unlocking Mechjeb's modules. Simply create an empty folder in GameData called MechJebUnlocked. See: https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/884/changes
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