Jump to content

Omez

Members
  • Posts

    29
  • Joined

  • Last visited

Everything posted by Omez

  1. Regarding Portrait Stats. Have you any way to scale it with the UI size? It looks fine on larger than normal, and down to small ui size. But when using the two smalles UI options, "quite small" (or what its called), and Tiny ui size the stars / icons go over the names / faces of the kerbals
  2. I have been doing the same. @DMagic, fantastic mod. You have no ... wait, as you made the mod, you probably know exactly an idea of how frustrating it is / has been to identify the damn kerbals I have been looking for something like this for a while, and will most definitely check it out later today. Btw, I think it looks better with the stars horizontally than vertically. edit: I havent checked it ingame yet, but if the stars is interfering with the face of the kerbals, might be a solution to have them even smaller ? (with the profession icon still the same size)
  3. I noticed that the CC_RemoteTech file is only 33KB, not 348KB as the normal remotetech dll is. I don't know it this has anything to say, just thought about the part you said about "first instance", though I recon it will look for the official remotetech first, then ignore the rest. -edit, Guess it shouldn't have anything to say as you have no dependency or anything, just giving a new output if it is detected. Oh well
  4. There is only one RemoteTech.dll, but I have a CC_RemoteTech.dll from the mod "ContractConfigurator" And I can confirm, if I remove that mod (or just the DLL) that Ship Manifest works just fine. Atleast as far as I have tested now (looks fine, antenna parts responds as normal etc(including remotetech antennas)) Any ideas why its happening, and how to fix it? Or is it something the author of Contract Configurator has too look at? Btw, keep up the great work Took me a little while to start using SM, but I like it more and more.
  5. The MKS lander has 2 crew in it. If I don't remember wrong, the same happened with and without antennas connected (the decoupler and probe is on the top, jettisoned it right after) I also tried just the normal 3 man crew pod on the launch pad (no other parts), and I get the same behaviour. Im at work atm so can't give you more screenshots. But if there is anything you would like me to test out / give debug output on, don't hesitate to ask.
  6. I have RemoteTech version 1.6.5 installed. As previously stated, Im using OpenGL (in windows), might this have anything to say? -update, just testet dx9 (after removing some mods) and it behaves the same. Also every mod is installed via CKAN (with one exeption, beeing Nerteas electrical)
  7. soo... Update on the gui problem. It's definitly related to remotetech. I installed the update, and got to open the control tab. Both the Solar panels, and lights panel work fine, but as soon as I open the Antennas tab it scrambles the output in the window. As it stays on the antenna tab on subsequent openings, I can't change it to the other tabs again. This made me think it had something to do with RemoteTech that I'm using. I tested to remove remotetech and the antennas tab work just fine. Reinstall remotetech and it happens again. Still happens on crafts with no antennas on, so isn't related to one specific antenna being on the craft. http://imgur.com/a/eJ0M7#11 I also noted that it glitches the rest of the gui also when it opened. For eks, opening the normal debug makes it visible only though the control center window (like the shipmanifest making itself top layer) Also, it gives following errors in KSP debug [Error]: GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) [Exeption]: InvalidOperationException: Operation is not valid due to the current state of the object. The ship manifest debug gives an error on load of the scene. But no errors when opening / closing ship manifest after the scene is loaded. If you can think of anything else that might help you find this issue, just let me know. Or if it might be on my end with some mod compatibility that I can't think of.
  8. I'll wait for the update and see if that fixes the issue. If not I'll start debugging a bit more, removing other mods etc.
  9. Anyone else got problems with the "Control" menu? Running OpenGL, windows. No new mods lately, just updates to the mods I have previously. All the other menus work just fine.
  10. Hi, I realy like this mod, but as everyone else is running a tight ship memory wise. Do you have any plans on updating the textures to dds format ?
  11. Anyone else registered a problem with the Mk2-R radial-mount parachute after installation of Realchute? Im experiencing extreme drag on these parachutes, causing the craft to go extremely slow and eventually flip. Testet it against stock and the Realchute radial parachutes and only see this behaviour on the Mk2-R I testet it with the exact same craft (command pod, 2x FL-T400 with LV-T45 and 3x solid boosters on the outside) and with the Mk2 it accellerates normaly to about 30m/s before the accelleration decrease rapidly and at about 45m/s it no longer accellerates and flips over.
  12. I realy love this program, but it has one crucial thing mission IMO. There should be a column with "date updated" on, so we can easily see when the mod was updated. This would make it easy to spot if it has been updated after a new release, and maybee also sort on what are updated newest to spot the mods that are beeing worked on most recently.
  13. 1 & 2) As someone else previously stated, this is not the case anymore. Now it has full integration with Scansat and map resource overlay (something that IMO is way better integrated into the game than Kethane ever was) 3) Kethane was first out yes, but clearly not the one beeing updated and worked on most. Also, older doesn't mean better. 4) I can see your point here. It has pros and cons both ways, and while I once in a while wished it was tiled, Im more than happy with the way karbonite / resource overlay works. 5) Kethane developers did this to themself when they had a lisence that didn't allow the community to build upon the mod itself. So while it is older, it has near to none compatibility with other mods exept ELP. 6) agreed, several of the parts in Kethane I realy like, and also the smaller size of it in some cases. 7) not the case anymore and not relevant. 8) Its the integration of Kerbonite into everything else from Roverdude that realy sells it. If both had the same compatibility you could have seen it as a lightweight basic vs heavyweight with lots of options but Kethane kinda stands alone with the one exeption of EPL.
  14. The RAT-625-B doesnt want to be radial attached. Tried to check the CFG files, but the file named after the RAT-625-B doesn't correspond with the values given to the booster ingame. So not sure what is happening there. Anyone else experiencing the same? I'll test more tomorrow, too tired and too drunk to bother tonight
  15. If I remember correctly, RoverDude said in a post a while back that the drills don't check for clipping atm. Don't think that is changed yet.
  16. Got the same bug (still works) and can't see any update posted. Is it pending a larger update?
  17. I skimmed though the pages after this comment and I couldn't really see an answer on why ActiveMemoryReduction is required. Anyone care to answer that? (or point me to the post if it has been answered) I love this mod, and I have several times tried to use it, but its just so bloated that it kills any KSP installation that has a few other mods installed (granted, I have more than a "few" ) so it gets uninstalled. So until 64bit gets working properly, is there any chance at all that this mod can be a bit more memory optimized ?
  18. Ahh. I see it now, its just that the github don't contain the same files as the dropbox zip. See now that it is just the source for the dynamicstanks.dll file. Though the files there is still older than the dynamictanks.dll file in the zip is I guess the dropbox is the main release source for your mods?
  19. nice update. Btw rover, you should update the github repository too. Seems like it is linking to dynamictanks, not hollowasteroids.
  20. Nice, will be sure to check out the new parts. And again, thanks for the great work. I really like this mod and the parts look really good. Good alternative to Kethane that always bugs out for me and never got into using properly.
  21. yupp, thats what Im saying. Just double checked with downloading the zip file from github now (just viewed the file on https://github.com/BobPalmer/Karbonite/blob/master/GameData/UmbraSpaceIndustries/Karbonite/Parts/AtmoScoop/KarboniteIntake.cfg before) And it is not updated with the newest file changes. This is atleast true for both .cfg files in atmoscoop folder.
  22. Still 0.10 on github. Just checked the "kerboniteIntake.cfg" file and it differs from the one in the zip on dropbox.
  23. Thats exactly how it was for me before downloading and installing the latest version (Karbonite_DEV_0.0.11.zip) Did you download it from the dropbox or github ? Roverdude, is github updated with the same files? File version says .10, not .11, and its files is some hours older.
  24. you deleted the \GameData\UmbraSpaceIndustries\Karbonite folder too before installing the new files ? Also, disregard my posting regarding overheating changing, just me that had FAR on my regular install and not on my test install so was a huge difference there.
  25. And it works Intake air fills, and right click on the intakes also work. Don't know if you changed the heat buildup on the prop fan too ? Seems to overheat a lot slower now (the last release it overheated on like 70% throttle)
×
×
  • Create New...