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Arcwolf

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Everything posted by Arcwolf

  1. Having the same issues as you mentioned although seems FSFuelswitch seems to maybe be having issues with this behind the scenes. Noticed when using the workaround that Vegetal mentioned about cloning After doing that the fuel or resource is just gone from the PAW menu entirely. I can use Fuelswitch to put the fuel back but Launching the craft shows a lot of this in the log [LOG 20:21:38.998] [PartSet]: Failed to add Resource -1154601244 to Simulation PartSet:1929 as corresponding Part Viklun-60 Liquid Fuel Tank-3747106852 SimulationResource was not found. [LOG 20:21:39.017] [TweakScale] WARNING: No valid member found for diameter in Part for <unk> [ERR 20:21:39.048] Error: FSFuelSwitch Mass Discrepancy detected in part 'bluedog.thorShortTank'. Additionally, and I dont know if this will help any but I was trawling the forum looking for updates of various mods I've added to my game and noticed the following old post in Snacks! from a user by the name of GraczNet they posted a very interesting picture that looks to have a similar problem to the image posted by Vegetal. Original Posted is here If that is the case that then maybe the same preexisting bug from as far back as 1.8.1 that is being teased out by this mod as well. <shrugs> My solution to the issue was to place a single radial item then using the PAW tweakable and turning off KSP Recall and the grabbing that item and using symmetry on it. Moddings so much fun huh :D Think I'm going to have to burrow down into ksp and figure out whats interacting with what far to much kraken bait is installed right now to debug anything lol. Anyway, back to lurking per usual. I'll be keeping an eye on this thread though.
  2. cool, thanks. also I noted that this needs changed too. Remove , LI.ipsType_light some unintended elements are changed because of this. UL.cAuthorPane_info.ipsList_reset{ color: white; font-weight: bold; } Just noticed this thread http://forum.kerbalspaceprogram.com/index.php?/topic/126808-made-a-user-style-to-increase-forum-contrast-and-available-space/ So, I'm thinking further style changes would be best served moved there. Keeps things tidy and all in one place.
  3. Snipped some code and stuff. Nothing to see here ...
  4. Excellent, I was hoping someone would come along and take up the gauntlet. Looks good, I've added this to mine. LI.ipsPagination_pageJump > *{ font-weight: bold !important; } Makes the page jumper bold. Looks ok, havent seen any other elements effected yet. Thanks for sharing I was trying to move around some other elements but I dont know enough about css to keep the layout from coughing up a hairball every time I mess with it...
  5. The side bar color is that #A6BAD9? I think I like it better then #C3C3C3 that I'm using. Would you be willing to share the code for those changes in the pic.
  6. Sure, I'm making changes to it as we speak. Trying to move elements around and stuff. Whats your thread so if I make changes or if someone else makes changes I can update my copy.
  7. Glad its getting some use. I've modded my browser... I Mod the game... Next step naturally is to mod the forums... why not
  8. It's not that advanced really, change a few colors, shoved the post dates around and font change. Anyway, for me its a stop gap until a better forum theme is implemented.
  9. Anyone else watching this thread and slowly making changes with stylish based on the various comments made code sniped out... what I have so far is better already... heh
  10. Thanks for this mod, I've really missed the Lazor system docking cam... Minor request, could click through of the camera window be disabled or at least the default first open location be changed to below the mission timer. Couple times now I've accidentally thrown my self into a time warp because I wanted to move the window to a better position and the mouse click went through the cam window below to the time warp selector. I realize the whole window can be clicked and used to drag it somewhere but its a habit to click the title bar like one would do in windows... and end up in a 10000x time warp.:0.0:
  11. When/If this gets updated, might I ask for a feature? I would like this to respect tanks that have had their resources locked via the vanilla in flight tank resource menu. As it stands now it will happily drain or fill a tank even if you have it locked. Both in balance mode and transfer mode.
  12. [quote name='Alshain']There used to be a mod called [URL="http://forum.kerbalspaceprogram.com/threads/103114-DEV-HALTED-0-90-Blast-Awesomeness-Modifier-%28BAM%29-v1-1-1-2015-01-01"]Blast Awesomeness Modifier [/URL](BAM). Sadly, someone angered the developer and it was abandoned. I think that is what you are referring to, it made varying degrees of destruction based on whether it was big or small or had fuel.[/QUOTE] Yea, I loved that mod, sadly it doesnt work with 1.0.5. However, I found a mod called [URL="http://forum.kerbalspaceprogram.com/threads/116034-1-0-X-KerboKatz-SmallUtilities-V1-2-5-18-09-2015-Now-with-AutoBalancingLandingLeg!#ModifiedExplosionPotential"]ModifiedExplosionPotential[/URL] by KerboKatz that does the same thing. Needed a little tuning to make things explode the way I like. But yea, same thing as BAM.
  13. Seen that too, kind of makes it hard to complete the contract without alt-f12. I was just thinking maybe it was misspelled and Potato is a slang for Kerbal. You should always Insure your potatoes, you never know when they'll get mashed...
  14. I've noticed that for me Dmagic's Orbital science experiments seem to cause trouble now. output_log.txt [ForScienceContinued] Deploying: magScan@KerbinSrfLandedLaunchPad Science: 15 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) MissingMethodException: Method not found: 'ScienceData..ctor'. at KerboKatz.ForScienceContinued.RunScience () [0x00000] in <filename unknown>:0 at KerboKatz.ForScienceContinued.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Spams the console and no experiments are activated by forscience once this happens. Seems to happen for all biomes that I've tested. KSP v1.0.5.1028 ForScienceContinued v1.1.0 DMagicOrbitialScience v1.0.9.1 KerboKatzUtilities v1.2.9.0 no other mods during test, fresh game, new save. Full log available upon request.
  15. This Module Manager cfg also would work correct... @PHYSICSGLOBALS { prelaunchDefaultThrottle = 0 }
  16. If you're still taking requests, I'd like to see the Aries 1B Earth-Moon shuttle from 2001. It looks like something I could use frequently in my Minmus/mun transport missions.
  17. I'm assuming this phenomenon would also extend to the use of Fuel Ducts. Curious to note that the strut and the fuelLine are the only two parts to use dragModelType = SPHERICAL Would a MM cfg to changing that to default "fix" this drag oddity?
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