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togfox

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Everything posted by togfox

  1. These are great bwalker. You should collect these and post a "wall" of them when you get a lot of them for use to browse through.
  2. Does this mod change the save file at all? If I email my save file to my mate and he doesn't use this mod, will the save file be rendered useless to him? Some mods (like FF) save their data in other external files leaving the save file intact. Is this mod like that? Thx.
  3. I quit the game once - I was forced to eat. I was back 30 minutes later.
  4. MechJeb can access the biome name the vessel is in. Does/can KOS access this as well? I haven't tried it but Vessel:Biome or something would be great for automated science missions.
  5. I've been half tempted to trawl through the source code and look for little gems like this. Has anyone else had the same crazy idea and then reconsidered it?
  6. K - thanks. The table is wrong (doesn't match the formula) but it's the formula that's important - and knowing if that formula is still enforced would also be good. Easy to test I guess. Put a kos with an antenna at 110km orbit and see if it can copy from archive. Edit: table is right. Still not sure if its enforced in the latest version. Edit: So I'm near Mun orbit (8000 km) with a single long antenna (retracted) and I can copy files from archive no problem. I'm guessing either the range limits were removed or the formula in the wiki is no longer relevant.
  7. What is the range of kos from ksc if I want to copy from archive and is there an In game means to extend that?
  8. Broken compatibility is the risk we all take with all mods and even stock save games. Squad make no apology for this and as stated above, I have skipped entire versions because I didn't want to lose my you-beaut universe. No one is forcing anyone to upgrade.
  9. Check my blog Steven. My last blog post just a few days ago touches on exactly what you're talking about. That web link ER posted above is the easiest though as it doesn't require an install. The link is under my name <-- over there.
  10. Thanks guys. The tex way is the correct way. I just never considered this an option. Never thought of it. Rep for tex!
  11. This might be pushing the friendship, but in brief, what are the known bugs? I'm trying to assess if I should install our wait. Thanks.
  12. I'm looking for a bit that doesn't permit fuel flow. I want to make fuel transport vehicle (tanker) and I want to separate the cargo from the useable fuel. In other words - I want to isolate the cargo so my main engines don't burn through all important payload. I'm trying all sorts of structural parts to separate one fuel tank from the next and I can't find anything that interrupts fuel flow AND permits the attachment of a tank. Hard points seem to stop fuel but they don't permit the attachment of tanks on both ends. I could use a decoupler but that is a last resort as I just know I'll fire those decouplers by accident and jettison my engines from the main craft. What do you guys use when you want to isolate fuel flow?
  13. I'm not sure what you're trying to say. I suspect if you have RT parts on your vessels then those vessels won't load (but other vessels will still work). You should be able to remove the plugin and leave the parts in place. They will be dead weight (not working) but your vessels will still load. Ninja'd
  14. This is going to come off rude and disrespectful but its not intended. Does this mod work? I was reading soon after release there were some major bugs and I was watching and waiting for a new release. There hasn't been one (not being critical), so I'm asking - are there known bugs and will they stop me enjoying this great mod? Cheers.
  15. Awesome mod. I do hope it is stabilised soon and becomes less alpha. Questions: 1) does this install permadeath? I read a few posts back that this has been removed. I don't want Jeb to stay dead forever. Jeb cheats death (that sounds very mesiah like - which suits Jeb) 2) the OP says this does not write to the persistence file. Is that still true? I want to share my save file with someone who doesn't have this mod. Will this break the save file for them? (Obviously, they won't see the medals/screens that this mod provides) Thanks.
  16. Just want to mention this site is awesome and I mentioned it on my blog
  17. I bet that caused a few WTF moments. The worst part about things like this is it can take quite some time to work out what exactly is going on because it can be difficult to logically connect the two events sometimes.
  18. Haven't tried what you're trying, but have you tried setting throttle and steering BEFORE you decouple? It might make a difference somehow. You'll probably want to deactivate the engine with an action group, set throttle and steering, then use an AG to activate the engine and decouple at the same time. Might work.
  19. If you find a gap in the documentation then feel free to help us all out by updating the documentation.
  20. Did your script stop straight after that? Is that all your script does? Ive found that kos returns throttle to 0 when the script naturally ends. Probably a bug.
  21. Yeah - I reported this thinking it might be a symptom of a larger issue behind the scenes that I don't know about. Hah. Just checked - my stats now show I've made two posts - less than a few hours ago.
  22. Just saying - if I check my blog statistics for the past 3 months it says I've made 5 posts in that time. Not true. Can't be sure if it was always like that. Have I accidently applied some sort of filter? I doubt the forum offers that function. Just saying.
  23. So I've not used github before. Is there a three-point set of instructions to edit/add to the documentation? If its harder than that I'll google how to use github and contribute that way.
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