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About Duhya

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    Bottle Rocketeer

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  1. I think the covered docking port for the new 1.25m pods isn't working properly. I tried docking one with a docking port jr, and couldn't target the docking port for use with Docking Port Alignment Indicator, and when i tried to dock by eye, they wouldn't connect. Luckily I didn't need it for the mission, and could just EVA transfer crew.
  2. I ended up using all my rcs fuel to deorbit, and lost control about 40km up because it was probably too forward heavy without any monoprop. The plane flopped around knocking everyone out but somehow not ripping apart, i tried to fight it but it wanted to fall backwards. Decided not to fight it and gained a bunch of speed around 20km. So I landed it backwards. https://imgur.com/a/n6va7dd What an amazing vehicle.
  3. Duhya

    [1.6.0] KISS - Kerbal Improved Save System

    There are a few mods out there that handle this, but my favourite is CraftHistory. I use it to organize craft into folders, and more importantly autosave the last craft I worked on(without overwriting.)
  4. I was playing on classic stock resources. I also noticed changing templates between classic stock, and CRP(which i have installed) doesn't change what you can reconfigure storage containers as. They stay configurable only to classicstock resources even in CRP mode after restarting the game. My workaround is to use the omnistorage because it lists every resource ever conceived.
  5. Duhya

    [1.6.x] Heisenberg - Airships Part Pack

    I gotta thank you for this mod it's becoming my new favourite. Besides the whole concept being awesome, it's actually very useful for someone like me who doesn't like to build aircraft. I was using a modified stock Spearwings a300 to haul around your also awesome buffalo to do kerbin contracts, and mining for money, but it was very expensive if it crashed, and it isn't very good for landing in rough terrain(which is how I found out it is very expensive to crash. The plane.) I considered powered vtol, but that's beyond my skill. With the airship I can build something that is relatively the same price as a mk3 cargo plane, but can carry way more, drop rovers in any terrain, and function as a mobile base in itself. So thank you Angel-125 for creating this awesome thing. On a side note i was trying to eva kerbals in the cargo bay for a few minutes(the hatches in the floor are great btw) before I figured out I need to use airpark. I felt like an idiot.
  6. I'm confused. I havn't ever seen anything in the 'command' tab except the message that shows in the editor to say I can only use it in flight. Similarly the resource converter tab always reads 'this configuration doesnt have any converters.' I finally started a clean install and new sandbox save with the intention of adding back my mods until i find what conflicts, but still no converters or command. Picture of command and converter tabs of Hacienda. Is there a instruction I missed somewhere? Prerequisite i'm missing? My gamedata folder has WBI, squad, and MM and that's it. I've had fun just mining lodes for money/learning pathfinder, and see so much potential fun in the future, but I need to figure out if this is intended behaviour before i continue my save. Thanks in advance to anyone who might help. Edit: I accidentally left kis/kas in, tried again with just pathfinder and buffalo(another fresh install),still can't figure it out. Here's my output log just incase.
  7. I had this problem with the ISRU UI in the Buffalo mod. I'm not sure which step fixed it because i did all this at once, but I did a clean install of all wildblue mods, replaced kerbalism with USI-LS, and started a new save, and wildblue UIs worked.
  8. Duhya

    [1.4.x] CraftHistory - 2.2.1 - 28.04.2018

    Nyancats flew around on it for a few seconds. I just installed crafthistory so i assumed it was that, but it hasn't happened since, so I don't know what caused it.
  9. Duhya

    [1.4.x] CraftHistory - 2.2.1 - 28.04.2018

    Hey SpaceTiger just wanted to say thanks for the continued support for your awesome mods. Crafthistory is a must-have for me now, and playing without it was a pain. What have you done to my loading screen D:
  10. I think i'm confusing people. The whole of post processing was off by default. Meaning scatterer was doing nothing, and was effectively off, leaving the game looking like vanilla. I've fixed it since. Unless scatterer is supposed to do nothing by default, I don't think i've changed any settings from default by clicking the 'toggle post processing' button.
  11. So the discrepancy isn't an issue. The reason i'm even looking at these settings is because scatterer post processing is off by default when i start the game for some reason. The change i make is i click 'toggle post processing,' but i thought this discrepancy might be somehow related, so i set out to fix it since it's the only lead i had. I ended up fixing post processing not defaulting to on by deleting SVE and scatterer, reinstalling scatterer, booting the game, and finally reinstalling SVE. Thanks for the help.
  12. When I install SVE kerbins scatterer atmosphere config is set to something called 'urlum'. I'm sorry for asking for help but I searched the thread for 'urlum' and google for 'ksp sve urlum', and can't find help. How do i change it to kerbin? It won't let me edit the field. Should I just delete the urlum config? I've tried reinstalling scatterer, SVE, and dependencies. I don't have the outer planets mod that urlum seems to be a part of. I do have SVE, SVT, scatterer, eve, distant objects, planetshine. I'm guessing it's some sort of mod conflict so if anyone sees one here I'd appreciate your help. All mods are updated as of a week ago.
  13. I reset my password just to say thank you for making this mod, and continuing to develop it. I saw a picture of the block II or evolved shuttle recently, and went searching for as much information as possible, and you wouldn't believe how excited I was when I saw your WIP screenshots of the CERV. You're doing gods' work.