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Silvia Dragoness

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  1. @Biggen FWIW, my general method for planning launches leading up to Astrogator transfer times is to check when Astrogator says the transfer should be done, then set a manual alarm (either in KAC or the new stock alarm clock system) somewhere between 5 and 15 days prior to the transfer. Make sure that alarm is set to kill warp. When that alarm goes off, I launch the craft for that mission and stick it in a parking orbit 5-10km above atmosphere. Make sure it's actually ready for the rest of the mission (i.e., I didn't forget anything or goof something up), then warp to the Astrogator transfer maneuver and execute it.
  2. Dropbox doesn't allow embedding images on other sites (or at least, doesn't like it and tries to prevent it). Suggest using Imgur instead.
  3. Here's an annoying little bug: On launch, everything seems fine. Maybe a little excess brightness/saturation on UI elements, but I suspect that's Windows being weird. However, if I make just about any change in KSP's graphics settings, the whole game gets significantly less bright and less saturated, and suddenly my ships become translucent. See screenshot: I thought it might be an issue with Textures Unlimited, but after removing TU (and 3 other mods that depended on it), the problem persisted. Removed Scatterer, problem disappeared. KSP.log from a subsequent test run with slightly older version Scatterer (v0.0830, problem returned): https://www.dropbox.com/s/hs574zsf570sj8k/KSP.log -scatterer transparency bug.txt?dl=0
  4. As best I can tell from looking at its files, the DockingCamKURS mod is already supposed to add ModuleDockingCamera to every part that already has ModuleDockingNode. That said, either [a] it's not actually doing that, something in my setup is breaking it, or [c] I'm missing something in how to use it. :V
  5. Is this supposed to add the docking cam to any docking port, even ones added by other mods? 'Cause either it's not getting added to the ones from Extra Docking Ports, or I'm missing something in how to use it. (Logs here, just in case: https://www.dropbox.com/sh/gkeac7q30qkm8yg/AADpmIfOc1d476gEFNQb-HMAa?dl=0 )
  6. Welp, I got it working--first with a workaround I came up with myself, and then properly. I decided to try to trim down my mod setup a bit, and in the process I realized I somehow wound up with both Unkerballed Start and Probes Before Crew. PBC was one of about two dozen mods I got rid of, and now MLP's tech nodes are appearing correctly. Not sure if MLP breaking was directly a result of PBC, or some weird interaction between PBC and UKS. I suspect the former, but I can't be arsed to test it. It's working now, that's about all I care about.
  7. To clarify: I have the MLP filter in the VAB/SPH; at present, it only contains the MLP parts that go in pre-existing tech nodes. The MLP parts that go into the new MLP-created tech nodes are absent from the tech tree entirely; this means I cannot unlock them, and by extension, they are not listed in the VAB/SPH parts list at all.
  8. The ones that are in existing tech nodes are there. The ones in MLP's new tech nodes are not, presumably because I haven't (and can't) unlocked them.
  9. KSP.log and ModuleManager.cache in dropbox folder: https://www.dropbox.com/sh/gkeac7q30qkm8yg/AADpmIfOc1d476gEFNQb-HMAa?dl=0
  10. The icon not connected to anything on the tech tree? That's Blizzy's toolbar with one mod icon on it.
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