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dxeh

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Everything posted by dxeh

  1. Love this new DLC. The Robotic parts are awesome, but since we now have these cool parts, i believe there need to be an new "autostrut" system. We need to be able to have the option to choose the part where you want to autostrut to. At this very moment, we are unable to force multiple hydraulics onto one single piece to be autostrutted. Resulting in an glitching system with them moving. What do you guys think!?
  2. So how does one make good rover suspension using Hydraulics.. Having issues with the hydraulics not being "strutted" to the parts attached to it.. and Autostrut breaks the dampers.
  3. i've seen some guys make awesome rovers with robotic parts. Using hinges and hydraulics as suspension.. i cant get them to work my self though... ;'( If anyone has any tips. enlighten me!
  4. So far so good and loving this new science system.. But somehow it ain't compatible with UniversalStorage2 science parts. When having an US2 payload bay equiped with science part. kerbalism can activate them but doesnt run it because their are "Shrouded", while the actual science part is being deployed and reaches OUTSIDE the payload bay. Any way to get this corrected? Cheers
  5. check. running 1.7.1 still. as not intented to update to 1.7.2 yet
  6. Somehow have issues with the wheels being stucked in ground, therefor vehicles not movable.
  7. stupid me.. talk before thinking.. thnx lol
  8. Love this part mod, but please, for the sake of my OCD... Fix the typo on Tantares\Patches\KIS\KIS.cfg the next time you update your awesome mod! @PART[Tantares_Habitation_2]:NEEDS[KIS]: should be @PART[Tantares_Habitation_2]:NEEDS[KIS]
  9. Any idea why my "Cyclone" VTOL Lifter Section does not want to close it's hatches?!
  10. Check, next time will post a .zip About the Opt_reconfig... Did a full clean reinstall of KSP, and have the same issues, Running latest Ksp version
  11. Having Issues with OPT / B9PartSwitch. Below is an part of my ksp.log that contains the actuall errors.
  12. I Second @Iso-Polaris Filter Extention will need to be updated for breaking ground
  13. Only reason i use that science alert mod is because i tend to forget what science parts i got equiped and tucked away in small convined spaces xD. Mod helps me NOT to actually have to visualy see the part
  14. Noticed this new science mechanism on the current Alpha.. need to get used to it, but love it so far! Seems to auto collect when entering different biome, when set to active.. thats a big pro. But all sciencepart do not alert the "Sciece Alert realerted" mod. Other than that, keepp this work going
  15. Any news on an 1.7.x ready version release? Or link to an devbuild? Used to use this mod, kinda miss it but somehow dont wanne roll back to 1.6.x...
  16. after statin issue above, installed FAR and that solved my problem.. is FAR dependency or isn't the current 1.7 working properly with stock aero.
  17. Confirmed to work properly on 1.7.x Will update Iszmi's Biomes later this week
  18. trying to run this in 1.7 but Flight Envelope remains at: "Calcualting... (100.0%)" Any idea's? AoA Curves etc seem to work normal, the graph just wont generate
  19. Hero for you 1.7 update. thnx! Was working in 1.6 though
  20. Is there any way Texture Unlimited can be by-passed as an dependency? As it fks around with my part-list icons. making them disappear, or look very very dark Or am i forced to work with previous versions of KerbalFoundries?
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