Immashift

Members
  • Content Count

    282
  • Joined

  • Last visited

Community Reputation

57 Excellent

About Immashift

  • Rank
    Sr. Spacecraft Engineer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. All good. I'll give the 1.7.2 version a try. I know the backup, try sandbox routine. Sometimes small bugs that bork things aren't revealed till I make heavy use of the mod late-game, plus my game takes ~15 minutes to load for each test lol. Thanks for the replies guys. I miss my Soyuz.
  2. Hey there! I'm still using 1.6.1 due to Kopernicus & other mods not having 1.7.2 updates. I noticed Tantares LV has a 1.7, and a 1.5 release, but not a 1.6.1 release. Do either the 1.7.2 or the 1.5 releases work at all with 1.6.1? Can anyone else say yay or nay before I go bork my save?
  3. This is why I think it's impressive so many authors churn out updates as frequently as they do. I mean I've had this game since beta, and there are a couple authors that have been going strong over... what is it, almost ten years now? It's kind of nuts and I can't fathom the time it must take some of them with how complex some mods tend to get.
  4. I know I should RTFM or at least the descriptions on the new items but thank you lord. Spent half an hour wondering why my pipes wouldn't appear
  5. Well...... *looks around awkwardly*..... I swear I'm not normally that daft. But apparently that wasn't a silly question. I have zero idea how I could have downloaded 1.4.3, but that's how it is. Testing with 1.4.4. Yyyyeahhh. It works fine. Sorry I wasted your time with my nonsense hah. Back to my lazy non-Kerbin launching ways!
  6. So I just got home from work, and did an entire directory delete of my KSP folder, then unzipped the archive again, and added ONLY EL (6.1) from its archive. Started a new game, sandbox, launched something with a blue builder thingy whatsit (can't remember name lol........... the blue pad). Aaaaaaaaaaaand still does it. I even tried not using my shortcut for the game with all the arguments I run the game with and still no dice. I can't get that window to behave no matter what. Here's my pastebin for posterity. Kinda stumped on this one. https://pastebin.com/2BukSeiW
  7. Even after 6.1 I'm still getting the stuck craft selection window. Indeed with the console open trying to close the stuck window just throws errors. Can't select a craft, can't close window, have to exit the game and relaunch to fix. I deleted the EL folder and redownloaded, got rid of any mod that might mess with EL (looking at you, MKS), and still no changes. EDIT: On a brand new save in sandbox, I can get the vessel selection window to display crafts from the stock game, but the window still gets stuck and can't load or cancel.
  8. Thank you. It's nice to come to a thread and see the answer to my question staring me in the face before I even ask the question.
  9. I.... I think I love this mod. The hover setting on the scorpions is better than anything TCA controlled I ever came up with. Plus the fact that they're bi-modal and I don't have to bother with a blimp if I don't want to any more and the translation controls and height adjustment and bwahhhhhhhhh! I think this is my new favorite thing to play with. It used to be HL Airships + Spaceplane Plus electric RCS & propellers but honestly just the hover mode alone takes the cake. Can't wait to see what you add next. Now to design a shuttle-thing that can hover around and go to/from Duna surface/orbit. Edit: Oh my god the hover works over water too. <3
  10. Mod seems to load fine on 1.3.1, are there any super obvious bugs to using it as is? Always loved RLA for the .625 stuff. Tiny space programs can be fun.
  11. Nothing worth really showing off, but I finally got to the NFT nodes in my career and this early probe's cruising around the inner system on argon and this super low flyby of Gilly was actually a lot more fun than I thought it'd be. Now to continue on to Faz...
  12. Yeah I'm still getting ec drain on vessels that are perfectly fine while loaded. eg I switch to minmus space station and its ec goes up, but minmus base ec goes down, in direct sunlight, with more than enough panels. I switch back, and the opposite occurs. It's frustrating for timewarping when you don't have ~years worth of ec storage available.
  13. Operation Eeloo Karborundum is finally ready to burn for Eeloo
  14. To be honest, I've got the exact same niche going. I'm currently working to send an unmanned expedition out to Eeloo in orbit of Sarvin in search of Karborundum. Supplies and Logistics are one of my favorite things to micromanage and that's why I love USI Kolonization and TAC LS among other things. I always thought it was cheaper in terms of resources and time intensity to convert ore with your lander and then haul a giant fuel tank of whatever you need up from the surface. I suppose minmus is ideal for just an ore ferry and on a station you can have a massive refinery setup, not to mention the capability to capture and convert asteroids... I'm gonna have to look into that. My current expedition to Sarvin was done before NFT 1.3 and before I had unlocked the NFT tech nodes. After it's complete and orbiting Eeloo I'll start converting all my current tugs and other craft to NFT systems because they're just more efficient.