garithmar

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About garithmar

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  1. @Thorn_Ike literally one above your post tells you your problem.
  2. garithmar

    [1.6] Kerbal Health 1.3.4 (2018-12-21)

    I'll tweak it in a bit some of the pathfinder parts are tricky since they nearly all inflate and are made for base building. I was thinking adding more radiation shielding to them.
  3. garithmar

    [1.6] Kerbal Health 1.3.4 (2018-12-21)

    Here is a rough MM patch for Wild Blue Industries. all of the crewed parts from pathfinder deepspace and buffalo.
  4. garithmar

    [1.6] Kerbal Health 1.3.4 (2018-12-21)

    Does a Wild Blue Industries patch exist? If not I'll get one started right away and post it.
  5. @Toonu Physicsrange extender seems to be the problem with that sort of jitter. How to fix it with that mod installed I have no idea but its definitely on that side of things with or without KK.
  6. Name it whatever you like @viperwolf I usually put small cfg's like that into a personal edit folder within gamedata somewhere.
  7. garithmar

    [1.6] Kerbal Health 1.3.4 (2018-12-21)

    This is exactly what I have been looking for. Odd I didn't find it till now but thank you for this mod. If you need any cfg work or whatnot I'll gladly help out.
  8. garithmar

    [1.3.0] Kerbalism v1.2.9

    Awesome work HaullyGames its definitely coming along.
  9. garithmar

    [1.3.0] Kerbalism v1.2.9

    Is there anyway to change the range of antenna's to 10x without changing every single one individually? I'm using 10x size solar system. Also setting the signal to false in the settings.cfg doesn't turn off the signal's can we get that feature back?
  10. Heres a simple cfg you can add anywhere in gamedata to give you a parachute tab. @CCKExtraFilterConfig:NEEDS[CCK] { Item { name = Parachutes tag = cck-chutes normalIcon = Squad/PartList/SimpleIcons/R&D_node_icon_survivability } } @PART[*]:HAS[@MODULE[RealChuteModule]]:NEEDS[RealChute,CCK]:FINAL { @category = none @tags = #$tags$ cck-chutes &tags = cck-chutes } @PART[*]:HAS[@MODULE[ModuleParachute],!MODULE[ModuleCommand]]:NEEDS[CCK]:FINAL { @category = none @tags = #$tags$ cck-chutes &tags = cck-chutes } Hope this helps.
  11. garithmar

    [1.3.0] Kerbalism v1.2.9

    I keep getting all the life support resources in a ship going to zero when i go to them or if they pass into physics range.. Radiation and stress levels simply increase so fast i don't have time to do anything with the crew before they go mad. I haven't found anything about this problem so I hope someone knows the cause. If not i can always post everything needed to take a good look.
  12. garithmar

    [1.3.0] Kerbalism v1.2.9

    I'm running into a problem, I have a station in kerbin orbit that the crew will suddenly stress out very quickly and when i switch to the craft all the 200D plus resources for life support will suddenly disappear. they then of course die. I can fix the issue with a quickload most of the time but this is a deadly issue if i start to have multiple missions on the board as i wont be able to quickload all the time to fix everything. Can i turn off a kerbalism option to fix this or has anyone else figured a fix for something like this?
  13. I changed up all the options for each mod that could effect darkness like that but nothing so far. ended up changing texturereplacer to make it work. Though still not sure what was wrong.
  14. garithmar

    [1.4.2] Kerbal Space Transport System

    Very nice mod, its part of my must have mods for long playthroughs. You have saved me probably days worth of flying resupply station missions which i use this mod for. Thanks for keeping it up and all your hard work.