CaribouGone

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About CaribouGone

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  1. CaribouGone

    [1.3] - Modular Kolonization System (MKS)

    This is what its supposed to look like: Unless that functionality has since been removed, which I have seen zero indication of. UPDATE: The asteroid tool in the Buffalo rover pack works.
  2. CaribouGone

    [1.5.x] Community Resource Pack

    I'm trying to use this with MKS. According to everything I've read, the stock Surface Scanning Module should detect the composition of asteroids, but it will not. I only have MKS (and its dependencies, like CRP) installed. I saw that this is an ancient and reoccurring bug, but have found no follow up on the issue. Does anyone know whats going on with this issue, and how to fix it?
  3. CaribouGone

    [1.3] - Modular Kolonization System (MKS)

    Tried again with only MKS installed, and still no luck. Any idea whats going on?
  4. CaribouGone

    [1.3] - Modular Kolonization System (MKS)

    Ok, updated to the newest version of everything. The problem still persists. Stuck to a 'roid with the standard Klaw. Had a surface scanner on board. Still no info about the resources it contains. I am using ART too, so it could be an update issue? idk.
  5. CaribouGone

    [1.3] - Modular Kolonization System (MKS)

    Can someone help me? I'm trying to scan an asteroid for resources. Everything i've read says the stock surface scanner should do it. But it doesn't. I saw somewhere that this is an ancient bug in CRP, but i can't seem to find any follow up on the issue. Any ideas on how to deal with this? This is on 1.3, btw.
  6. CaribouGone

    [1.3] Alcubierre Warp Drive (Stand-alone)

    Hi! Haven't messed with this in a long time. Can someone tell me what the T-Start parameter in the part menu does?
  7. CaribouGone

    [1.3] - Modular Kolonization System (MKS)

    Thanks. I think most of my crafts should be safe. i'll keep that in mind though.
  8. CaribouGone

    [1.3] - Modular Kolonization System (MKS)

    Ok, that makes sense. Do you know how that interacts with the lethal options? Does this catch-up happen before checking to see if they should be dead? As it is now, they are turning into tourists, and then returning to work once everything is updated. Because of this, i'm worried they'll be killed in-the-background/immediately-on-load before the script updates and sees they should be alive.
  9. CaribouGone

    [1.3] - Modular Kolonization System (MKS)

    So, it looks like i'm not quite as as outdated as i thought. still on 1.3 Anyways, I have a bug. maybe? Life Support (EC mainly) and other stuff doesn't update in the background. For example, I sent some kerbals to Duna. they would regularly run out of electricity, despite having more than enough EC generation on board. once i switch to In Flight, everything would update, and the kerbals would return to work. Is there a way to make the Life Support Status thing update crafts that aren't in focus? Or should that be happening, and my stuff is broken?
  10. CaribouGone

    [1.3] Alcubierre Warp Drive (Stand-alone)

    Good, i'm not crazy! i was playing around with this recently (still in 1.2.2) and got very bizarre results. it seemed like crossing soi's was part of the problem. i would suddenly gain Millions m/s of velocity. my orbit in map mode was literally a straight line out of the solar system, regardless of where in system i was. (the same thing happened at Moho, Eve, Dres, and Jool.) I'll try again in 1.3 and try to provide some slightly more quantitative results.
  11. CaribouGone

    Double Tabs in VAB & SPH

    I've been having the same problem with RoverDude's mods, as well. So, it seems to be any part mod that add categories.
  12. CaribouGone

    You know what I'd buy?

    Hey, look! They already made an inflatable Jool:
  13. CaribouGone

    [1.3] - Modular Kolonization System (MKS)

    Nevermind, i think figured out the issue. I thought the configuration also changed the type of storage (Cultivator(D) would store dirt; (S), Substrate; as apposed to Agroponics' mulch storage). (I was looking at the inflatable Ag unit.) It would seem this is not the case.
  14. CaribouGone

    [1.3] - Modular Kolonization System (MKS)

    So, i'm having a weird problem. I just updated to the newest constellation. None of the Agriculture units will switch functionality in the VAB. The notification that it has changed appears, but the contents of the part(s) do not change from the initial agroponics configuration. the Kerbitats and other containers change the way they ought to. I've installed everything properly, to the best of my knowledge, so i don't think its a problem on my end. before I go declaring bugs, has anyone else noticed this?
  15. CaribouGone

    Lowell Peacock, 1935

    the first couple pictures remind me of the dreary gas station (Valley of Ashes) from The Great Gatsby. Wonderful!