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rextable

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Everything posted by rextable

  1. I installed this mod for the first time this weekend. Wow!!!! I can't believe I've never used this mod before - It's amazing! I have a quick question though. Can someone post a picture or explanation of how the GS series parts go together? Is the RV1 return capsule supposed to go into the recess hole in the ASD truss segment. Its seems like it should. Speaking of the RV1, is the parts order like so: heat shield; capsule; parachute; retro pack? x
  2. Groovy So long story short: don't install Tweakscale on KSP 1.11.2 until you (Lisias) have updated both KSP-Recall AND Tweakscale. Am I interpreting you correctly?
  3. Hey Lisias Just a quick question: Can you clarify whether merely having Tweakscale installed (but not using it) in KSP 1.11.2 is a threat to our savegames or does it only become a problem when utilised? If the latter is not the case, can we at least get away with using the current version (2.4.4.5) of Tweakscale on very simple stock parts - eg structural parts - without worry of savegame corruption in KSP 1.11.2? Spanx x
  4. Hey Nertea I don't know if you have done this in the past or not, but have you considered doing a 'which-project-should-I-do-next' pole? If you only included options that you yourself are interested in doing, it might help you get motivated about one of them if you sore the measure of other people's interest too. Just a thought ;-) x
  5. Hey Nertea Slightly off the topic of the moment, but: I recall you (or someone somewhere) mentioning you were working on new models for Dmagic's Orbital Science Mod. Did I imagine that? Assuming I didn't, is there any danger of that project seeing the light of day this year? x
  6. Sorry guys for not checking this forum sooner. The link to my log should now work.
  7. Hello chaps So, remember the mystery problem I was having with Click Through Blocker last month (see posts above)? Well, I've made progress is tracking the culprit down. The problem appears to be caused by some unholy interaction of doom between the latest Clickthough Blocker and Mechjeb - LOG HERE. I've tested this with no other mods installed accept Module Manager and can confirm the problem is persistent and repeatable. Interestingly, the game loads with no errors or warnings and runs as one would expect with only one mod or the other installed, just not both together. I've l
  8. Hello all I'm just reporting an unholy interaction of doom between the latest Clickthough Blocker and Mechjeb - LOG HERE. I've tested this with no other mods installed accept Module Manager and can confirm the problem is persistent and repeatable. Interestingly, the game loads with no errors or warnings and runs as one would expect with only one mod or the other installed, just not both together. I've left the same message over on the Clickthrough Blocker thread too. X
  9. Hey Lisias, just a quick question (apologies if this has been asked before): you know how Tweakscale posts a message informing you of any parts that "fail sanity checks?" Is there a way of finding out which parts failed? x
  10. "Hose physics" - Yaaaasss! Haha [[[quits playing KSP in disgust at game's lack a accurate hose modelling]]]
  11. Good morning :) So, I am indeed using the latest version of Scatterer and Blackrack's performance enhanced build of EVE. I'm also using the latest version of Mechjeb. I've tried both the release and latest dev versions of Mechjeb and they both yield the same load exception. I also spotted ScanSat throwing exceptions and there might be others too. However, everything appears hunky-dory in game - I've been merrily ScanSatting and Mechjebbing here there and everywhere. Linuxgurugamer, you say you don't get these exceptions at all (for Mechjeb at least). If that's so then would it be
  12. Nuclear Smelter eh? Sounds like something Peter Dinklage would use to forge physics defying hammers. Nertea dude, if your next mod release doesn't include models of Storm Breaker and Mjolnir I'm gonna be really disappointed!
  13. Cripes - floating mega wheels - Eeek! Thanks for the response. If you do need testers when you eventually find the time for further development, PM me, I'd be happy to help if I can. x
  14. Hey Lisias, forgive me if this has already been suggested, but is there a reason why you haven't added Tweakscale profiles for the stock KSP robotic parts? I suspect there might be a good reason (like unholy craken fests) but on the off change there isn't, may I gently request such an implementation please? Spanx then x
  15. As per the OP: I like the idea of a SpaceX/Reusability update. However the aforementioned reusability mod is very good indeed, so an official set of parts aren't really necessary. What I'd love to see are standalone variants of the robotic arm experiments that we can attach to our own robotic armatures. Also, how about some smaller robotic part variants for building small probes and rover armatures? As things stand at present, the only arms we can build are giant cranes (somewhat of an over exaggeration but you know what I mean) that look very silly on the stock rover probe module. O
  16. Firstly, I didn't know AVC had gone up down the poo pipe. Secondly, I didn't realise how much of a pain in the cheeks it is to get rid of. As you suggested, I installed Zero MiniAVC, which didn't help. Just to make sure, I manually searched for any miniAVC dlls in my game data folder and deleted any that turned up - of which there were a handful. Still no change. Bugger! So I tried your second suggestion - deleting Infernal Robotics - also to no avail. Long story short, unless I'm a complete derp, neither, AVC or Infernal Robotics is the cause of my problem. I've uploaded a new log f
  17. The latest version of Scatterer is much improved performance wise. Scatterer has a menu in the KSC toolbar with options to disable its various effects. If your FPS does get eaten, you can always disable the atmosphere and/or water effects and just keep the shadow flicker fix. I believe there's a specific on/off switch for this. Someone please correct me if I'm wrong.
  18. It seems to be working just fine. I didn't post a log because I suspected as much but thought I'd ask anyway. Spanx
  19. Yo How are you guys getting this to work in 1.10.1? Editor Extensions requires Click Through Blocker and Toolbar Controller to work, neither of which work with the latest version of KSP? x
  20. Hello my dudes Just a quickie: I'm using the latest ksp 1.10.1 with the newest Scansat. My KSP log shows the following error: [ERR 13:26:42.579] ADDON BINDER: Cannot resolve assembly: SCANsat.Unity, Culture=neutral, PublicKeyToken=null Does this error matter or is it a just a quirk of ScanSat's implementation and nothing to be concerned about? x
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