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About Calvin_Maclure

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    Kerbonaut in the making

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  • Location Montreal, Canada

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  1. So, if I get this right, Remote Tech is the mod that dictates the rules to JX about power and range and all, when the two are mingled together, correct? And then something like OPM will boost RT which dictates the rules to JX.
  2. Garage components resizing, for example, would be great. Hab stuff, not so much, and I completely understand the rational. And you're right, Tweakscale does not (unfortunately) give you the choice of which dimension you want to resize.
  3. The plot thickens!
  4. Well, larger, yes. More space inside. Smaller?? Depends on the parts, imo.
  5. Quick question, why are none of the K&K items compatible with Tweakscale? Just curious...
  6. @Beale and whoever else thinks they have an answer Sooo... I'm in a bit of a pickle, Beale, and its all your fault! I apparently seem to have a fixation on using your parts to build... well... pretty damn much everything I do, apparently. So here's my situation: up to this point, I was on KSP 1.1.2 and now I'm upgrading (finally) to 1.2.2. So I downloaded the older and still compatible Tantares file ''Tantares Release 37.1'' and all is well, save the fact that I think you removed a few items from it at some point (Crater.Control, Fomalhaut.Science.A, Auva.LFO.A, Libra.LFO.B, ...)?? Anyways, that broke a few things, but nothing to scoff about. The issue is this, I was hoping to transition fully to the newest release of Tantares so that I can continue to stay up to date with KSP versions and due away with the old Tantares verion (even though it's still compatible) but as it turns out, that killed 79 of the 81 active flights I had and about 92% of all my builds were unavaible in the VAB/SPH. So, apparently, I use your stuff... like a lot... My concern is that unless I transition to the newest Tantares version, the ''Tantares Release 37.1'' I'm currently on in KSP 1.2.2 won't be compatible with subsequent KSP versions for too long and I'll be stuck or screwed. Besides rebuilding/hyper-editing everything back (which would be a pain to say the least), is there any way around this?? Cheers!
  7. Um, mostly docking ports. I've reverted back and removed them from the crafts in question, so all in all, an easy fix. I just wasnt expecting it to be craft breaking. Tantares, however... that's going to be a pain to fix, in my case.
  8. @cxg2827 So... I finally upgraded from KSP 1.1.2 to 1.2.2 and... all my crafts using CxA parts are broken. I can salvage them by reverting back to 1.1.2 and removing the CxA parts but is there any other way to avoid the craft breaking? Cheers!
  9. So... do they have to all be set to ''true'' or to ''false''?
  10. So... does Heat Control for KSP 1.2.1 work at all in 1.2.2?
  11. Is this for 1.2.2 or 1.3.0?
  12. On the OP, for KSP 1.2.2 it states: ''This version of OPM works best with Kopernicus 1.2.1-1''. Is this still indeed the case or is there a better version for KSP 1.2.2?
  13. Updating to KSP 1.2.2 and trying to figure out which version of this mod to get. I was looking at the changelog in the OP and it seems that the most up-to-date version for 1.2.2 is v1.4.3?? Can't seem to find it anywhere. Spacedock skips a few versions and goes to the KSP 1.3 compatible one... what I'm I missing? Thanks,
  14. Also, what KSS is known for doing best... beautiful planets and bodies... its like, exploring the real thing... but not.
  15. As in what's new for this update?