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About kormer

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  1. kormer

    [1.X.X] 4X Solar System

    Is this mod compatible with the Outer Planets Mod? Does the inclination change only affect Kerbin, or is it for all planets in Kerbol? Would any OPM planets also be affected?
  2. kormer

    IXS Warpship Original Series

    Glad I didn't get too far into my 1.2 save before the spacedocks change went through, but also excited to see what the new mod adds in the future.
  3. My log file is seeing about 100 of these a second during re-entry. Before I go and setup a clean install to isolate the problem further, has this been seen by anyone else yet? [EXC 22:01:42.561] TargetException: Non-static field requires a target System.Reflection.MonoField.GetValue (System.Object obj) Kopernicus.RuntimeUtility.LateUpdate ()
  4. Just in case anyone else in the future comes along and can't figure out why a contract that requires your vessel to have an antenna isn't completing, you probably need a relay antenna. I can't speak for all combinations of contract packs and other mods, namely remotetech, but after some testing the relay antennas seem to be the only ones to complete the job for me. For mod authors out there, the "partModuleType = Antenna" line appears to be the offending line, but I'm not skilled enough to figure out how to change this to apply to all antennas.
  5. Transmit, and I did get science from it.
  6. I have a mission for a seismic scan from the surface of minmus's great flats. I'm in the right biome with a double-c seismic accelerometer and gotten science from that instrument, but it isn't completing the mission. Are there any other instruments I might be skipping over for this contract?
  7. kormer

    [1.3] Freight Transport Technologies [v0.6.0]

    Great, now we just need multiple star systems and black holes to visit.
  8. kormer

    [1.6.x] Kerbal Alarm Clock v3.10.0.0 (Dec 31)

    Does anyone have any experience getting this mod to cooperate with EPL? I can't find any estimated build time in the EPL interface to manually create an alarm, but it'd be nice if we could.
  9. kormer

    Completing the circuit

    Thanks, I did not know about the tree structure limitation, but the struts solution will probably work, provided I can get them placed in the correct spot.
  10. I'm working on a space station design and I'm trying to create a square shape. I'm running into a problem where the last piece should, and appears in the VAB to be connected to two parts completing the square, but up in space it detaches and it's obviously only connected to one of the parts. http://i.imgur.com/yiv4J2q.jpg
  11. kormer

    [1.3] Freight Transport Technologies [v0.6.0]

    Another feature request. Can the cargo type of the containers be made to be configurable after launch? I'm in a position of needing a separate vessel for each one of several different material types and it'd cut down on part counts if I could just have one honeybadger that changed depending on the needs of the mission.
  12. kormer

    [1.3] Freight Transport Technologies [v0.6.0]

    I did not know that was a thing. Thanks, I'll try it out.
  13. kormer

    [1.3] Freight Transport Technologies [v0.6.0]

    I am using them in a vacuum, and for general maneuvering they are awesome. My problem is more for docking where I need very precise controls and they're overpowered times ten. I've sort of solved it by adding extra rcs thrusters and disabling the control unit, but it'd be cool if you could mod in a toggle setting for RCS power.
  14. kormer

    [1.3] Freight Transport Technologies [v0.6.0]

    On the topic of monopropellant, the FTT control module's rcs ports feel way overpowered and cause me to go through monopropellant at an alarming rate. Is this something I should just tweak in my own files or have others experienced the same thing?
  15. Thanks, I did not know this.