

kormer
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Everything posted by kormer
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Anyone have a recommendation for a somewhat current youtube series covering this mod in parts or whole? Most of what I'm finding is 5ish years old and I'm not certain how out of date that information is. In particular I'd love to see a series that covers everything necessary to get a self-sustaining base up to building your own off-world crafts.
- 10,080 replies
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- colonization
- gameplay
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[1.11.x] Community Tech Tree (December 23, 2020)
kormer replied to Nertea's topic in Add-on Releases
Thanks for the heads up. I had tried the quicksearch mod earlier and came up with nothing there. I just went back to the source files and found the node the part should be attached to. Unfortunately the part isn't there, likely from some other mod conflict. -
[1.11.x] Community Tech Tree (December 23, 2020)
kormer replied to Nertea's topic in Add-on Releases
I'm trying to find the 'Tundra' Assembly Plant and 'Ranger' Workshop parts from MKS, but can't find them in the tech tree. Is there any easy way to find where these are hiding? Likely right in front of my face, but could use some help. -
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?
- 40 replies
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- harder solar system
- axial tilt
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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.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
kormer replied to Thomas P.'s topic in Add-on Releases
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 () -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
kormer replied to nightingale's topic in Add-on Releases
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.- 4,877 replies
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- contract configurator
- career
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
kormer replied to Arsonide's topic in Add-on Releases
Transmit, and I did get science from it. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
kormer replied to Arsonide's topic in Add-on Releases
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? -
[1.11.x] Freight Transport Technologies [v0.6.0]
kormer replied to RoverDude's topic in Add-on Releases
Great, now we just need multiple star systems and black holes to visit. -
[1.9.x] Kerbal Alarm Clock v3.13.0.0 (April 26)
kormer replied to TriggerAu's topic in Add-on Releases
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. -
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.
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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
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[1.11.x] Freight Transport Technologies [v0.6.0]
kormer replied to RoverDude's topic in Add-on Releases
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. -
[1.11.x] Freight Transport Technologies [v0.6.0]
kormer replied to RoverDude's topic in Add-on Releases
I did not know that was a thing. Thanks, I'll try it out. -
[1.11.x] Freight Transport Technologies [v0.6.0]
kormer replied to RoverDude's topic in Add-on Releases
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. -
[1.11.x] Freight Transport Technologies [v0.6.0]
kormer replied to RoverDude's topic in Add-on Releases
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? -
Options for transfering science?
kormer replied to kormer's question in Gameplay Questions and Tutorials
Thanks, I did not know this. -
I've got some science experiments that need to be physically sent back to KSC for analysis, but they're on a ship that wasn't designed for that trip. What are my options, mods included, for moving these experiments to another vessel to get them back to KSC? For certain experiments that are based off a specific module, ie, goo canisters, do I need to transfer the entire canister, or is there a way to just move the experiment?
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[1.11.x] Freight Transport Technologies [v0.6.0]
kormer replied to RoverDude's topic in Add-on Releases
Do the glowy boxes on the underside of the cargo pods have any significance or is that just for show? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
kormer replied to sirkut's topic in Add-on Releases
Thanks, I think you're right about the magnets. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
kormer replied to sirkut's topic in Add-on Releases
I'm having a lot of trouble with docking, and I seem to remember seeing in a video a while back someone using some infernal robotics parts to grapple the other ship, then dock easy mode. Does this ring any bells with anyone? -
Discussion regarding unathorised forks of mods and their distribution
kormer replied to Camacha's topic in Add-on Discussions
Senshi, thank you for doing this. I understand the risks involved and will report issues appropriately. -
I agree with everything you wrote, but especially this part of it. I understand that for most mods we can do our own recompile, but I think a better solution would have been a config file change.
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[1.6] Davon Throttle Control systems mod [v088]
kormer replied to PrivateFlip's topic in Add-on Releases
This does indeed still work as of v0.25. Thanks.