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hubbazoot

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Everything posted by hubbazoot

  1. Attached with a hammer and not just dropped, correct?
  2. I have the survey station down, and I have rocket parts. Do the survey stakes have to be physically attached to the survey station in any manner? Are there any crew requirements?
  3. What is the bare minimum requirement (lightest) in order to be able to build something on another planet's surface?
  4. Thanks for all your help, man. Would I just add that to the end of KSP_DIR/GameData/WombatConversions/EL_StockOre.cfg?
  5. Thanks for all your help, man. Are there any...prettier...augers?
  6. Alright, well the modified augers by BahamutoD aren't working at all. Any ideas?
  7. I currently have EPL installed, but not Kethane. I have Karbonite installed instead. I heard there was an adaptation to get this mod to work with Karbonite. I'm uncertain what exactly I need in order to get this working. I'm running KSP 1.0.4 on Windows, 32-bit.
  8. So I installed the fix to use this with karbonite with EPL, and it's not working. My EPL containers are still demanding ore, and none of the karbonite drills produce ore. I do not have kethane installed, just karbonite and EPL. I have the latest version of both as of Oct 12, 2015. The MetalOre to StockOre conversion does not appear to have worked. I am uncertain what to do to get this working, and I would like some help getting my installation working. KSP Version: 1.0.4 running on windows 32 bit.
  9. They're annoying because I can't skip them. If there was a quick resume option, I wouldn't be so bothered by them. I don't see it being that complicated, but it's tedious. A Resume Last button would solve this nuisance. It's not a huge amount of time, but combined with the instability of the game, I have to navigate it quite frequently. It's tedious.
  10. Squad, the menu animations look great, but they're really frustrating seeing them every launch. There's no way to move through the menus faster, and all I want to do is get back to what I was doing when I left. This is a two-part request: 1. An option in the settings menu to disable menu animations. 2. A "Resume Last" option. This would immediately place me at the KSC screen for the last persistent save that I had been playing.
  11. Which version of this mod would you recommend installing for KSP 0.9? I have some other mods that are not yet compatible with 1.0.2
  12. So here's my test: I have a vehicle I launched with a transmitter and a fusion reactor. It doesn't seem to be working... at all. I'm not really sure what I'm doing wrong, but I've had this issue before.
  13. I've been very specifically avoiding using Bill, Bob, and Jeb. Thanks for the help! - - - Updated - - - Update: Adding those dll's didn't seem to fix it. Do I need a new save file...?
  14. I think I've lost interest/ability in working on this project. If anyone has any interest in taking it over, let me know.
  15. The map glitch is a known bug. I have an idea as to what causes it, but I haven't looked into developing a fix for it yet. As for the planets rendering a little funky, I'm not sure what's up with that. I noticed that in the latest version, too. It's something they've changed as they used to be completely clear.
  16. The map zoom bugs are known, but unfortunately I don't know of a fix offhand. I might look into something in the future. The easiest way to fix the map bug is to go back into the space center and come back out again.
  17. UPDATE: This plugin has been updated to v2.2.1. See readme.txt for more info.
  18. This plugin is designed to be a standalone module. I haven't tested it with mechjeb and can't make any guarantees.
  19. It's a standard reaction wheel. Sooo....maybe? MechJeb may be too coarse for tracking planets. I had issues with it overadjusting when I tried in the past.
  20. Alright, updated to version 2.2 New version has a fix for the crew issue, as well as a reaction wheel so you can turn the telescope in a reasonable amount of time.
  21. I'll spend some quality time with this plugin tonight and update things.
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