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RB101

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Everything posted by RB101

  1. What mod is the front most cockpit (Left) from? Thanks in advance.
  2. Is there any way to turn this "Abort" function off? I'm getting kind sick of having to constantly check on my equatorial rovers, to set the next way-point.
  3. Is it normal for this mod to often be unable to calculate a route when clicking on the map? I've specifically noticed that longer routes have the tendency to be "un-calculable" , can anyone else clarify this?
  4. Is there any reason that the magnetometer ore-scanner function no longer works? (as in I cannot select it to activate in an action menu regardless of what scanner I pair it with) The function still appears in the action group menu as well, but it never activates when assigned to a key...
  5. Can you run both Universal Storage 1 and Universal Storage 2 together, or do they cause a conflict?
  6. It's a ground base constructed from parts on Minmus that I brought with me in a KIS container, specifically the surface experiment pack mod (and the ground base it contains). From the behaviour I've observed, the concrete ground bases either; - Don't get re-attached - Are moved (causing other connected parts to clip into the ground) and then re-attached This causes the Kerbal constructed base to shake/vibrate/glitch until either a part blows up, or it gets flung into orbit. (typically the first, though the second always results in the first as-well) I've tried multiple locations, and surprisingly any of the flats on Minmus are the worst for this, Gilly rarely has this problem, though i have had 3-4 cases in my play through (with surface bases making an unplanned areo-brakes around Eve all too often). Yeah, I know this is a feature, but i''m no coder, and the instructions are extremely vague (at least for me). So i'd need a visual example to follow to use this feature (which is a good feature).
  7. Discovered that this mod doesn't play nicely with the KIS/KAS mods. Especially with ground attached items such as ground bases (the surface experiments pack mod is also rendered un-usable, due to this mod) Could you put in a method to exclude vessels with surface attached parts from this mods effects completely please? Thanks
  8. Kas currently doesn't allow you to mount harpoon head the right way around when using a kerbal engineer in the field. This is a major pain, please can you fix it? thanks
  9. This mod continuously stops working when I play for any period around the time of 30 minutes + I've tested with other mods and without, and even a fresh install, i've got no idea why this happens and it is extremely annoying. does anyone have any suggestions? I have 16gb of system so this is unlikely to be a memory problem.
  10. This mod is fantastic! Just what the Doc ordered. Even so I do have a few gripes with this mod. 1. Why are ISP's separated into "vac" & "atm" (this allows engines typically not good in atmosphere to eventually, and some quite easily, outshine specialised engines. Which I find very immersion breaking in a career mode game. 2. Why is there no option in the .cfg settings to restrict the global limit upgrade percentage? (e.g. setting it to 100% prevents modules from exceeding a certain amount of upgrades, this would make it very easy for users to balance the mod themselves without having to tweak many different values, or complain to you about it :P) 3. As mentioned in the post above me by @Darkgamer504, why do we not have a scrolling function or re-sizeable window? (this is a practically mandatory quality of life functions in KSP :P) Thanks for taking to time to read my feedback , I do hope you'll take it into consideration whilst continuing to develop this brilliant mod!
  11. Lol X'D All my Kerbals are level 2, and I've only gone as far as landing on the Mun (haven't been to Minmus yet)
  12. Just a query? What are the actual conditions for one of these contracts appearing? I've only ever gotten 1 "Advanced pilot" contract for Jeb, I've had no scientist or engineer contracts at all. (If i'm missing something, please point it out to me Thanks)
  13. Sorry to ask, but the Topic title say 1.4.1 , but it is only compatible up to 1.3.1? Any clarification to clear up my confusion on this would be greatly appreciated Thanks ins advance.
  14. Hate to be blunt. But this mod REALLY needs a tutorial video X.x it's scrambling my brain. ALSO, science bonuses aren't working with relays for some reason.
  15. Just a query? I see you've recompiled for 1.4.1: (Thanks btw ^_^) Will this be available on CKAN at some point? (It still shows 1.3.1) Thnx.
  16. So still no "official-creator" statement that it works with 1.4.1? (<-- i'm using this version) I'll wait for the moment. Too much uni work to look into any bugs atm anyways Can't wait to use the self-levelling-gear (really good idea) keep up the great modding OP!
  17. Could you elaborate a bit please? That description's a bit vague for me... thanks
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