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AlienCollective

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    Bottle Rocketeer
  1. I've been using it for quite a while; originally found it through the link you had in your signature on your atomic rockets set. I have all of my mods bookmarked and check back periodically for updates. This one stays in the bookmarks folder against the hope that one day I'll click the link and see something different.
  2. Top of my wishlist would be for 2.5m parts with 1.25m living space connectors inside instead of the fuel lines, for building plausible-looking docking trees and such. This is great for building automated fuel depots, but not so much for manned space stations. Thanks for a great set.
  3. It seems to be recreating the file and regressing after a few runs. I'll let you know when I have steps to reproduce.
  4. Thanks! Could you edit the first post with the link? I've been checking back periodically but totally missed your reply.
  5. These engines are amazing; they blow the stock engines out of the water in terms of design IMO. I'm looking forward to seeing your updates. I hope the new engine you're working on is 3.75m - not to slow things down even more, but a 5m engine would be pretty awesome too now that KW has added 5m parts. I see what you're going for with the engine stats, keeping all of the ISPs inline with the stock nuke, but it would be nice to have them rebalanced to favour the bigger engines a bit, just like the chemical rockets. Thanks for the hard work, on this and the trusses.
  6. Here's my logfile, with the config files from the offending version of Engineer thrown in for good measure. https://dl.dropboxusercontent.com/u/68829/engineer-logs.zip I wasn't actually trying to hijack your thread with my computer problems, but thanks for the tips.
  7. I'm having the issue with the Engineer window not appearing. This happens with both 32- and 64-bit versions. I'm using 0.6.2.7, and have the same behaviour with and without your dev DLLs. Screencast: https://dl.dropboxusercontent.com/u/68829/engineer1.mp4 Engineer is the only installed mod. I even tried removing NASAmission. Not sure if it matters, but my system: Windows 7 SP1 x64 AMD A10-5800K APU 3.8 GHz 16 GB DDR3 1866 MHz Radeon HD 7870 Two other points: KSP 0.24 has been causing my computer to crash, as in full power off as if someone had yanked the power cable. May or may not be related, may or may not be a result of Engineer. I haven't run that one down yet. Second, I have occasionally been able to get Engineer working (somehow), but it usually behaves like in the screencast. Please let me know if you need any more info. UPDATE: Deleting the mod folder and reinstalling worked. Maybe a config conflict?
  8. That sounds easier. I've updated my post. I should also note that it doesn't seem to be necessary to repeat this; once the change is made, the button remains in place.
  9. Okay, here are my workarounds for the two issues I've encountered. 3D printer module breaks UI Edit GameData\BahaEPL\3dprinter\part.cfg and put a double slash ("//") before the following lines: MODULE { name = LoopedKConverterAnimation DeployingAnimationName = deploying ConvertingAnimationName = writing } Workaround originally posted here. The mod mod developer is working on a fix. Can't undock newly-constructed ship from orbital construction dock. Press F5 to quick save Open saves/yoursave/quicksavesfs in your favourite editor. Search for "name = ExLaunchPad". If there's more than one hit (ie. you have more than one launchpad), choose the one containing the DockedVesselInfo block indicating your new vessel. In the same MODULE block, you'll find an EVENT called ReleaseVessel. Change active = False to active = True. (If it's already True, I guess you have a different problem.) Press and hold F9 to reload Right-click on the dock again and click Release. Can't switch away from current view after constructing a ship Only workaround I know of is to press F5 to quick save, force close the game, then restart.
  10. And any chance of rolling your parts into the ELP mod? I was on the verge of abandoning it because the parts were so ugly, and then I found this. So thanks for the beautiful work.
  11. Thanks for the suggestion. I too have the 3D printer in the vessel. When I get home, I'll try undocking it and see if that makes the difference.
  12. Even this didn't work for me. With TimedBuilds on, the ship would appear but right-clicking on any module didn't work, nor was I able to perform any action that caused me to switch away from the view, such as returning to space centre, switching to a ship in the map view, etc. After disabling TimedBuilds, that was no longer an issue, but now clicking Release causes me to have resources deducted without a ship appearing. Version: 0.23.5 Mods: Engineer, EPL, Kethane, KWRocketry, NASA, Protractor
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