eldemarco

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About eldemarco

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    Curious George
  1. I have a request. Is there any way that you could add a node attachment to the bottom of EC1, EC2, and EC3? I don't just use them for Spaceplanes. Example: My Mun lander uses an EMDrive for landing and takeoff, but I can't add my launch stages below the EMDrive. The Only way that I can build it is putting the lander upside down, and use fairings for aerodynamics.
  2. This mod is updated for 1.3, so it must be another mod causing your crash. I had the same issue and had to start removing mods one by one until I found the one causing it.
  3. I have quite a few builds that use this mod, but I can't for the life of me find out how to generate more GNParticles easily. The Condensator Frame has a weird bug where in flight, it's selection area is huge. So if I put it near my hangar for example, I can no longer select the hangar, because it selects the Condensator Frame instead. Is there any config to change the selection area?
  4. I downloaded from Spacedock the first time, so I went onto the github and got the newest version of the Utils, and that fixed it. Thanks for the response.
  5. I'm using version 1.3, and I can't get TCA to work. No icon on the normal toolbar, no option for it on Blizzy, and Y does nothing. The modules show up in the parts list, but I can't for the life of me find out how to get the actual menu open. Any pointers? I'm posting my output log below. https://drive.google.com/file/d/0BwNilc2T52e4cGN1WUlPNmR1RGs/view?usp=sharing Edit: I tested this on a fresh install of KSP version 1.3, and it still doesn't work, with or without Blizzy's toolbar. I even tried the 000_At_Utils folder from MKS just in case. There is simply no toolbar. The modules are showing up in game, but I'm seriously confused as they are listed as a part, yet can't attach to anything.
  6. Noticed something odd with the GN Condensator Frame. When you add it to a vessel, the selection box for it is huge. Example: If I add it to the top of a pod, I can now no longer right click the pod, because it keeps selecting the frame.
  7. No worries man. Trying to wait patiently. This has always been one of my favorite mods.
  8. Any plans on updating this for 1.3? I love this mod, but using it right now causes a Mono.dll crash on launch.
  9. I'm getting an error stating the following: mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0033:dd0c0e18 43% memory in use. 16333 MB physical memory [9161 MB free]. 20320 MB paging file [11923 MB free]. 134217728 MB user address space [134215671 MB free]. Read from location 00000000 caused an access violation. System Specs: Windows 10 x64 16Gb RAM AMD 8300 8-core CPU 4.2GHz Nvidia GTX 970. Output log posted below. https://drive.google.com/file/d/0BwNilc2T52e4cGN1WUlPNmR1RGs/view?usp=sharing
  10. I have taken the liberty of rebuilding the Starlifter Heavy Freighter, based on the blueprint from the first page. This is using only FTT, and WILL NOT get off the ground by itself, even with the containers empty, and no MKS modules attached. It took me 2-3 heavy radial booster stages, along with the engines on the craft, to get it into a circular 1000km orbit, and by then, I had to send up a refueling shuttle, as it was running on empty. Also, this thing turns like a brick, and has a lot of tail-end wobble. I highly suggest adding generous amounts of RCS, or adding a second reaction wheel just above the reactor. I have left adding struts for structural stability up to you. Enjoy P.S. This was done in .90, and may not work with 1.0.2. I've included a screenshot with a good view of the craft in orbit, so if the craft file doesn't work, you can attempt to build from the screenshot. https://drive.google.com/file/d/0BwNilc2T52e4bXdmZ1JJckNhckU/view?usp=sharing
  11. found a bug with the low res explorer V2. Upon launch, all I see is this I will update if I find a fix for it. Edit: Same thing happens with the normal res version. Tried moving parts around in VAB, and then back, still doesn't work. The problem seems to begin directly below the heat shield on stage #4
  12. Ok, first off, I would like to say that this is a great mod idea. I love the designs, and the way the attachable instruments are made. I have run into a major issue though. When using either of the undercarriages, the engines above them refuse to work. This is because upon placing the undercarriage, it closes off the engine above it, and causes it to not produce thrust. This makes the undercarriages unusable from what I can tell.