evileye.x

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About evileye.x

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    Dreaming of Space

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  1. This mod is so awesome! Keep up, really great work!
  2. I confirm that. Thank you very much, it does solves the problem. So, in conclusion, in KSP 1.6 double start needed to rebuild PartDatabase.cfg in proper way. That's sucks pretty hard when you handle 100+ mods in the game and try to add them in small steps (this time I will migrate from 1.3 to 1.6 - I promise ), but still it's manageable.
  3. In my case, deleting MM dll solves the issue, so I don't know... Can somebody with MM installed check right clicking MK2 lander can in VAB. Or try to build something inside service module (there's difference in right click menu on service modules with and without MM - guess SQUAD changed those in 1.6) Or it's just me? Fresh validated copy from steam doesn't help
  4. Yes, I did exactly that. Conclusion - MM 3.1.2 not quite compatible with KSP 1.6 yet. (if you need mk2 lander or any of service modules.)
  5. But why I need to re-validate steam files? I always install mods to fresh copy of steam folders, but never in steam folders itself. Deleting MM dll in Gamedata solves the issue, for sure - I guess that steam does after verification. O'k I'll try anyway, as well as MM 3.1.0 and let you know. Nope. As expected, neither re-validation nor downgrade to 3.1.0 helps to solve the issue. output_log.txt : https://www.dropbox.com/s/nbgdzmsevf4k069/output_log.txt?dl=0
  6. evileye.x

    1.6 MK2 Lander Can bug?

    I have MM installed only and have the same issue, also service bays are messed up
  7. Apparently, Module Manager 3.1.2 alone messes up MK2 lander right click menu, as well as service modules (cannot remove shrouds anymore to put stuff in). Here is the thread : So I guess better wait for update?...
  8. There's mod for legacy parts, you can have very old designs in your game if you wish so. But don't stay on the way of progress, please)
  9. What I said is so less wrong than "no-one-asked-for" still...
  10. Lolwut? Basically everybody asked for part redo...
  11. So, Kerbal Engineer is still pretty much required to play the game. Also, Kerbal Alarm Clock and Precise Node / Maneuver Editor
  12. evileye.x

    Universal Storage II

    OMG, this mod looks so sexy...
  13. evileye.x

    KSP Weekly: The Solar Visit

    Don't worry people, we still gonna have VSR)
  14. evileye.x

    KSP Weekly: Colonization of Mars

    I'm so glad this is being addressed right now, really great news. Thank you very much.