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About Homozygote

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    Bottle Rocketeer

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  1. Hey, one more thing. I'm wondering if the interaction between the OSS experiments and the Science Lab is intended? The experiments generate a excrementsload of data which is just perfect for the lab, so no complaints there. If you do that, though, the original storage container for the finalized experiment becomes "inoperable," and can be "cleaned out" in a process that takes about 30 IRL minutes but doesn't seem to achieve anything.
  2. @atomontage Just in case you don't know, you may not have to remove it! Just disabling the dll will preserve the parts, they're non-functional but still there on your crafts so they don't get deleted. What I'm trying to figure out right now is whether doing that is a viable long-term solution.
  3. Hey everyone, just wondering if there's a way I can uninstall/disable this mod and use the default CommNet without killing all my existing ships? This mod seems to be costing me 15-20 FPS EDIT: Okay, so disabling the dll and deleting all .cfg s EXCEPT the settings file disables all remotetech antennae and reverts the stock antennae to stock behaviour. Why can't I delete the settings file - why is it even being accessed? And is this a safe configuration, can I leave it like this indefinitely? Sorry if this has been discussed before. Any help would be appreciated. Here's my mod list: 000_ClickThroughBlocker 000_Toolbar 000_USITools 001_ToolbarControl Astrogator B9PartSwitch BetterBurnTime BonVoyage Chatterer CommunityCategoryKit CommunityResourcePack CommunityTechTree CorrectCOL CrewRandR CrowdSourcedScience DeployableEngines DistantObject DMagicOrbitalScience DynamicBatteryStorage EasyVesselSwitch EditorExtensionsRedux EnvironmentalVisualEnhancements HideEmptyTechTreeNodes KAS KerbalAtomics KerbalChangelog KerbalConstructionTime KerbalEngineer KerbalJointReinforcement KIS kOS KSP-AVC MagiCore MemGraph ModularFlightIntegrator NavBallDockingAlignmentIndicatorCE NavHud NearFutureConstruction NearFutureElectrical NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft NehemiahInc Nereid PersistentRotation PlanetaryBaseInc PlanetShine PreciseNode ProbesBeforeCrew RealPlume RealPlume-Stock REPOSoftTech RT-Stub SCANsat ScrapYard Severedsolo SmokeScreen StageRecovery StationPartsExpansionRedux StockVisualEnhancements TacFuelBalancer TextureReplacer ThunderAerospace TriggerTech UmbraSpaceIndustries UniversalStorage2 Wwwwwwwww XyphosAerospace
  4. Just a heads up, the stock aerospike seems to have an offset plume these past 2 updates. I dunno if it's a mod thing or not, I have a bunch installed. Let me know if you'd like my log or anything. Always been a big fan of this mod
  5. Hi I'm getting a number of instances of this error as my game loads NF propulsion: Anything to worry about? Here's my log: https://www.dropbox.com/s/6hbm7njehxb69t2/KSP.log?dl=0
  6. Oops, sorry. I figured it wasn't a bug. I have over 50 mods and I've gone to zero trouble to troubleshoot this, so I'm not sure it will be any use, but good luck Modlist Log Save file
  7. Not sure if it's worth mentioning here, but I'm getting an insane amount of influence for kemini contracts. Like 50 influence on success, 5x what I get for other contracts. Is this intended?
  8. Can anyone tell me if this is compatible with Breaking Ground? I know it comes up with warnings related to the new science experiments.
  9. It's a graphics glitch! Fantastic, I can ignore that. Thanks for your help!
  10. By the way - holy crap the models in this mod are gorgeous. And the ability to tweak them too. This is like the Lamborghini of parts mods.
  11. I'm getting a bug with just this mod installed, where switching fuels in any of the tanks doesn't remove the old fuel, meaning both fuel types are in the tank at once. I'm guessing this is a known bug? Can't find anyone talking about it on here. Here's m'log
  12. Loving this mod. Takes all the downside away from having a long list of parts mods. Just wondering, is there a way to set it so it hides unpurchased parts by default? I'm playing with KCT and right now I have to click into the UI every time I enter the VAB. I'm also getting a NRE when I return to main menu from an existing save. KRASH also seems to be spitting out an identical error. No idea if it's mod related, I've just been ignoring it... Here's the log if you're interested.
  13. Slight update if anyone's interested, I've found that this only occurs if the truss part hits flat ground while completely vertical. If there's any sideways oscillation at all, it doesn't seem to get destroyed. So, deploying the parachute within ~200m of the ground seems to avoid this problem 100% of the time as the payload is still swinging when it lands.