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Space_Coyote

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  1. I'm having an isue with the "Konstruction" part of the mod and this involves weldable docking ports.. The Problem: I'm buidling a space station and I get two arts docke now one of the joints is a primary joint where the booster to the station was in fact moved away and thus freed up the port , now I want to bring in a new part (Say an extention to expand the station), and in fact now I dock and want to compress weld and... 'Nothing" no weld no smoky poof or whatever.. Okay posible misalighnment maybe? So I try to undock the part to try again and surprise! It won't undock eithe
  2. And if I don't mind asking , which "Dependencies" should I be looking for?" After all I went front to back on this thread to look for them. and I could find none . So if it is at all possible , could someone please pointme to said "Dependencies" and I will be more than Glad to install them Space_Coyote
  3. I just installed this into 1.11.2 and apparently the parts that are in the set are now reverting to a basic PPD_10 type with extneded node point. So I'm starting to wonder if 1.11.x has broken something with the mod. Which is kin of odd, considering tha bird worked all the way up to 1.10.x. Any ideas as to why? Space_Coyote
  4. As long as we don't have P.A.P.P. * I've liking this mod But what about LEMON? KIWI? TOMATO? but please no P.A.P.P. I just don't want this song running though my head again! Space_Coyote
  5. I'm just curious if Restock and Restock + work in 1.11.2 or not.. simple quetion. Space_Coyote
  6. @JadeOfMaar Well I can understand maybe that is why i pointed you to that link as there is source code that could work.. Another thing that I bet a lot of folks wouldl probably look at is in fact the dreaded.. 'ICBM Missile Silo" . I can imagine having test fires of ICBM's from something like this (Though it would be interesting to see someone work on that idea.. I mean Kerbal space program and the mods are so versatile it's amazing these will or will not be incorporated when kSP2 comes out. but since w ewait, it's funny that some folks haven't updated some mods in eon while others have been
  7. @JadeOfMaar Personally I wouldn't mind seeing even a submarine area as well that way you can launch a sub if you wanted to.. I mean if you want to look at the idea look at the thread titled called Water Launch Sites . I mean the developer here had the right idea, but again if you look at his placement of wher eit is, you can see that if a rocket exploded, well you get the idea.. (Also I have been studying the terrain around The Kerbal space Center and in fact where the harbor is IMHO is a good spot. The logic here is because in a polar orbial shot the rockets tend to head south
  8. Here's another suggestion for the guy with the brains.. make the harbor larger in space (that way you can dock an aircraft carrier or some boats in said harbor.. also maybe move the one side ot that other area but it's still a good mod, and yes I am still using it. Space_Coyote
  9. I think the mod you are missing in that case is the "Tundra's space ccenter" mod as I've had this happened.. Also if you want to use all the launch pads you have to go into your game settings and go to the Kerbal Konstructs (KK) inside of settings and turn on 'Open all bases from the options menu." Tundra's Space Center: Space _Coyote
  10. I have a simple question as I am using the "Bleeding Eagle" version of this mod, plus OUterplanets. But I would like to delete a planet (Body) from this planet pack (Dres, most notably.) As I recall and going over previous versions of Kopernicus (non RTB Versions) the format for removing a planet was this line of Code: I tried this with the current RTB Kopernicus "Bleeding Eagle" update an ti seems that this bit of code seeems not to work. Am I doing something wrong? Space_Coyote
  11. 1.11? Well.... If you want my opinion on what should be done, I personally think we don't need another expansion to tie the game into another space company.. Instead 1.11 should be more about "Quality of life" updates.." and whhere's a couple of good examples.. First off I'll be honest if you look at the mod pages there's a wide swing betgween some of the modders like Linux Guru Gamer who can keep up with the updates every time a new one is released and some who don't update for weeks/months till after an upate has come out.. Guys like Kerbal Konstructs and Environmental VVisual Enha
  12. Well back to building Space Stations . Space_Coyote
  13. Long story short, if you keep bugging the Developer about when this next version is going to come out, expect a 1 day delay as he has to stop and answer all your silly questions.. Now, back to the regularly scheduled conversation Space_Coyote
  14. And has this been tested in 1.10? (Since I fond that it works in 1.9 and 1.9.1) Space_Coyote
  15. I had a question about the Comets and if they are already turned on or if not , how do you turn them on especially in Sandbox mode? Any Ideas? Space_Coyote
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