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Errol

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    slambulance driver

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  1. I thought it was part of near future electrical or something...
  2. I had found a similar .cfg in the old community module manager patch database, and was going to use it but then thought it might conflict with something I already have installed, hence my question.
  3. Does anyone know which mods offer EC consumption for lights as a feature? I thought I saw that listed somewhere, but with 20+ KSP forum tabs open, can't remember where I saw that now..
  4. I've been looking at the lovely IVA's described here: https://github.com/MOARdV/MOARdVPlus/wiki/MAS-FASA-Retro-Seat-1 I'm wondering how difficult it would be to adapt them for the mk1-3 pod?
  5. I've been looking at the lovely IVA's described here: https://github.com/MOARdV/MOARdVPlus/wiki/MAS-FASA-Retro-Seat-1 I'm wondering how difficult it would be to adapt them for the stock mk1-3 pod (and/or restock)?
  6. @Snark, is any of this actionable on your end?
  7. @Angel-125 What is the difference between stock, CRP and pristine?
  8. Is this bug still a thing? I think I've gotten my save into this state... EDIT: Whoops, I started from the beginning of the thread and didn't realize this is what all the most recent posts are about...I will just use the cheat menu to complete the contract and move on. Thank you for your time.
  9. I don't understand what you mean by this.
  10. Just want to report that this is indeed working with ksp 1.11.2 and at least 200 other mods. Also bumping this link back to the end of the thread for convenience.
  11. I am using TUFX with Astronomer's Visual Pack and I'm finding that the orbit prediction lines from maneuver nodes are really dim (almost invisible) when I zoom in to a certain point (kinda hard to plan maneuvers while being forced to zoom out to see be able to see what I am doing). Resolved when I remove TUFX. I really don't know what any of the settings for tufx do, does anyone know if any of them are specific to orbit lines? I'm also using scatterer and E.V.E.
  12. Did anything ever come of this idea? I think that this is also muffling sound track editor...all my nice ambient space music is bass only now
  13. I have noticed that remote tech 1.9.10 (and possibly earlier?) seems to break the antenna functionality of the default actions mod by snark. I should also mention that I'm using restock plus, but having that without RT seems fine. @TaxiService or anyone got ideas on this one? I'm pretty sure these lines from the RemoteTech_Squad_Antennas.cfg are at fault, but I have no idea how to fix it (been out of practice with ksp and mm.cfgs for a few years): ... @MODULE[ModuleDeployableAntenna] { %name=ModuleAnimateGeneric ... { I've been messing around with the antennas patch for default actions, but nothing I try seems to work;
  14. I can't seem to find a way to run simulations from the alternate launch sites available in making history (woomerang and desert). Does anyone know if this is possible? If not, would it be possible to add via mm patch? If not, @linuxgurugamer could you add those options?
  15. Personally, I'm not going for RO/RSS...I'm just looking for extra things to have to design for. At the end of the day I am still playing a game that I want to have fun with, so having a couple options that aren't as strict allowing silly/kerbal things to still be done is in line with my play style.
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