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marc40k

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Everything posted by marc40k

  1. Thanks! That seems to have solved the issue, I didn't have CRP installed. Whoops! However, your OP should indicate that CRP is needed for the mod to work if it is the case.
  2. Well, I tested disabling all mods except for this one, and the lag persists. Moreover, enabling all mods and disabling this one gets rid of the lag. I have tested and this happens with other solar panels aswell, they read their solar current power as 0. I have tried reinstalling the mod, still there. Here's a screenshot with no other mods installed. Running KSP 64-bit
  3. Your mod is currently causing the solar panels (the single ones) to lag the game(the more you add the more lag they cause). Haven't tested multi solar panels
  4. Impressive. Absolutely correct, except for: Too many diferent fuels would clutter the game Having to discover planets would be a pain in the *** Scaling the Kerbol System would also make the game slower = more boring Other than that, 11/10
  5. If you are going to work on the mod again, please add those, and you will be my hero of the year
  6. Add: 3. Solve the flicker/twitch when pressing X to change simmetry number. (It is very annoying) 4. Add a button to center a part in the vertical center of a rocket (when looking the rocket from above or below) Thanks again MachXXV, you're a pro.
  7. Thanks for the help. Sadly, I didn't bring the tools, so I foresee a rescue mission...
  8. A tip: if you press "I" in the editor, it will show up the thermal manager, and there you can see the quantity of heat generated and radiated, so you don't place too much radiators (or not enough). Usually, with only solar panels, you can place a couple of reduced radial radiators (using tweakscale) and you're good to go.
  9. I don't know what changed after KIS was implemented, but before that I remember being able to grab a pipe end point from a craft that has two, place it in another craft, and then connect the two pipe end points to transfer fuel. Now, I don't see the "grab" icon when I right click the pipe end point. What am I doing wrong?
  10. I just came here to say: Thank you, @ferram4 For all your work done, I hope the best for you.
  11. The flicker/twitch when changing angles is driving me mad, a fix would be much, much appreciated.
  12. Is @SirDargon going to update the mod anytime soon? I'd love to use it in the new 1.0.2
  13. Every now and then I still check for Fractal_UK's Update on KSP Interstellar. But it never comes...
  14. Is this up with 1.0.2? I'd love to install this great mod as soon as possible
  15. Editor Extensions Working with new update v2.6 http://forum.kerbalspaceprogram.com/threads/38768-0-90-Editor-Extensions-v2-5-27-Dec Minimum Ambient Lightning working with old version v1.0.1 http://forum.kerbalspaceprogram.com/threads/67641-0-90-Minimum-Ambient-Lighting-v1-0-1 Collision FX working with new update v3.0 http://forum.kerbalspaceprogram.com/threads/101496-0-90-Collision-FX-v2-2-%282015-01-14%29 Navball Docking Allignment Indicator working with old version http://forum.kerbalspaceprogram.com/threads/54303-0-90-Navball-docking-alignment-indicator-v6 AntennaRange working with new update v1.8 http://forum.kerbalspaceprogram.com/threads/56440-0-90-AntennaRange-1-7-Enforce-and-Encourage-Antenna-Diversity
  16. They really need to fix the fairings, the jet engines, the heat shields, the parachutes not burning at high altitude and the uglyness of the fairing for the heat shield. (It's really ugly, am I the only one who has noticed it?)
  17. Could you please order the mods alphabetically? This would save us a lot of time.
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