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Cassonator

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    Bottle Rocketeer
  1. I just installed FTT (freight transport technologies) and now tweakscale, also FAR have stopped working properly, I made no other changes, just installed the mod. I posted on the FTT forum, and was told there's no way it could conflict, must be tweakscale. So although I made no tweakscale (or far) changes, I thought I better ask in here to sew if anyone knows of why I might be getting a conflict... Basically the issue is I've now got no tweakscale, scaling, options, previous saved ships have no tweakscaled parts either. Far also seems to have lost all of its adjustable options too (wing weights /strengths etc.) Any idea what this could be?
  2. I installed this awesome looking mod (correct method) and for some reason it seams to have effected a couple of my other mods. Namely tweakscale - I no longer have any rescale sliders on any of my parts, and far - no longer have any weight / strength adjustment on my wings. I already had karbonite installed, and made no other changes to anything. Is any one aware of any issues that could of caused this? All was working fine before, and I'm not throwing up errors.
  3. Would you take an entry using karbonite? I'm planning a jool mission at the moment, just wanna know if it's worth me fully documenting it
  4. Didn't look into that, I'll give it a try tonight and see if it makes a difference, thanks for the advice :-)
  5. Hi ferram I've also been having the same lack of lift problem.. Perfectly reasonable, balanced plane appears to have almost zero lift from the wings (on mobile at the minute so no pics). I'm 100% is not a build problem as I've been making space planes a long time. Was using the same type of designs in .24. Seems to be the current build is the problem, and is the same issue weather using b9, procedural wings or stock. Any ideas?
  6. I'm not sure if I've done something wrong or its a change in features.. On 0.24 I had gaseous clouds on minmus, now I've updated to 0.25 I have none. I've started with a fresh install and installed the same way as before. Not sure if other planets are affected, I'm playing career and haven't gone that far yet. Kerbin looks fine though.
  7. Make it slightly bigger and use the cupola as the cockpit.. THAT would be awesome. In fact that'll be my task tonight.
  8. Well I finally completed the tech tree, opening up the alcubiere drive. First mission: slammed jeb into the moon at a squillion mph..... I do love this mod!
  9. I'm guessing looking at the other comments here that the size / weight of an impactor doesn't matter. Just wish I could get some kind of consistency here. Nothing worse than designing and planning a mission, everything goes exactly to plan, but absolutely no result. Very disappointing. Might just hold fire on impactor experimentation until a fix comes out.
  10. Guys, is there some kind of minimum size or weight needed for impact probes? I set up a bunch of sensors on the surface, with a nice ship packed full of impactors in orbit. No matter how many I slam in to the surface, nothing registers. The only time I get a result is deorbiting the whole ship. Am I missing something here?
  11. Thanks for the quick response! Be good to get that fixed. Although flying around with almost limitless power and d/v is fun.. Kinda dulls the challenge for me.
  12. I'm having a bit of an issue with microwave power, wondering if it might be a bug. I've set up a network at kerbin putting out around 45GW in proximity, obviously dropping out the further you are away. Thought I'd try it out using a ship fitted with the D/T vista engine, and a bunch of recievers. All works great, no problem. However, when I get far out my input power dropped off massively (as expected) but the vista kept working. Now I thought the vista needed a constant 2.5GW to work? I found that so long as I had ANY power coming in, it still worked fine. At one point I was receiving less than 1MW but the vista refused to give in. (stored MJ power was 0) Is this right? Sorry no pics, forgot!
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