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Everything posted by jlcarneiro
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Shouldn't all kerbals be able to drop items (e.g. parachute)?
jlcarneiro replied to jlcarneiro's topic in KSP1 Discussion
Thanks! He means, "these kerbals are crazy"! -
I don't know if this should go here, so moderators, feel free to move it if needed. I'm trying to stop using KIS (at least current version) in favor of stock inventory but I just couldn't drop items (specially the parachute) to reduce my kerbals weight. I mean, I managed to do it with an engineer (by entering construction mode) but not with pilots or scientists. I agree with only engineers been able to activate construction mode but shouldn't other classes DROP items too? If they already do, what am I doing wrong?
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I agree with all pandaman's post but specially with this!
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Yes, it did, thank you for your awesome job! (not only you, but extensive to all mod developers) And sorry for taking so long to answer that I posted the screenshots of the prior version AFTER the fix. (there is no facepalm emoji, so... )
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NOPE! Oh, boy! Late AGAIN?! I'm returning to tell you 1.27.2 works fine regarding to "ghost" snacks. I have a question, though: when on EVA, does the kerbal "personal" (EVA suits) snack resources should show up?
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Glad to see you sorted it out! Sorry about taking soooo long, but here are the photos I was ABOUT to post (sorry!): Before undocking, the whole ship has a limit of 52 snack units: After undocking, the "command module" still has a 50 snack units limit: But the "lander" now has a whopping 202 snack units limit!!!!
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Preciselly, 1.27.1. I DON'T think I did something special: I landed on Mun and noticed my kerbal was not jumping high enough. Then I checked the resources and he a little above 200 units of snacks. Afraid of messing with the mission, I edited the save and changed it to a little below 2. Since I haven't completed all the monolith's contracts (I restarted on KSP 1.11.2), I'll have to try again. Looks like a typo...
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Looks like I found another one: an EVA kerbal was jumping too low and I observed the snacks he was carrying was 200 (two hundreds)!
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[1.9.x] KSP Original Score Project - Over 2 hours of music for KSP!
jlcarneiro replied to -ctn-'s topic in KSP1 Mod Releases
That's indeed a GREAT mod! Thanks!- 56 replies
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Hello! To install it, download it in Gamedata folder, just that. To use it, just open KSPedia when playing the game and look for the apropriate tabs/entries... ;-)
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[KSPedia 1.9.1+] Planet Wiki v4.1 - May 20, 2020
jlcarneiro replied to jandcando's topic in KSP1 Mods Discussions
installed version 2.8 of Community DeltaV Map and 4.1 of Planet Wiki and things got reversed: PlanetWiki's Kerbol page has been replaced by DeltaV Map's Kerbol System page. I mean, there's still a problem. But, since I don't go to Kerbol that often, it's a minor one. I THINK both mods are using the same ID to that page or something like that... Any ideas? This post on the other thread:- 139 replies
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I installed version 2.8 of Community DeltaV Map and 4.1 of Planet Wiki and things got reversed: PlanetWiki's Kerbol page has been replaced by DeltaV Map's Kerbol System page. I mean, there's still a problem. But, since I don't go to Kerbol that often, it's a minor one. I THINK both mods are using the same ID to that page or something like that... Any ideas? This post on the other thread:
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Same problem here!
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[1.9.x] PicoPort, the Micro Docking Ports
jlcarneiro replied to linuxgurugamer's topic in KSP1 Mod Releases
Once again, thanks! What about this question: " Is there some mod to see all properties of a part?" Is there a mod for this? -
[1.9.x] PicoPort, the Micro Docking Ports
jlcarneiro replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks, man! Not only for your kind answer, but ALSO for your awesome job taking so many mods under your wing! I think I'll try to create a new Clamp-o-tron Picoport based on Clamp-o-tron Jr., though. Can you help me some more? I'm using some of Picoport's data: +PART[dockingPort3] { @name = dockingPort_pico @rescaleFactor = 0.5 @entryCost = 6000 @cost = 500 @title = Clamp-O-Tron Docking Micro Port @description = After a toy company recently disposed of numerous novelty fridge magnets due to a unit error on the drawings, Clamp-O-Tron announced the release of a new type of sub-miniature docking port. The two events are entirely unrelated. @mass = 0.01 @maximum_drag = 0.05 @minimum_drag = 0.05 @angularDrag = 0.25 @MODULE[ModuleDockingNode] { // @nodeTransformName = dockPoint @referenceAttachNode = top @nodeType = size00 @stagingEnabled = False @acquireRange = 0.1 @captureRange = 0.05 @acquireForce = 0.5 } @MODULE[ModuleCargoPart] { packedVolume = 70 } } But, although I change acquireRange, captureRange and acquireForce, values remain the same in VAB... Is there some mod to see all properties of a part? UPDATE: I think I got it working, I changed all "@" to "%".... Is that correct? -
[1.9.x] PicoPort, the Micro Docking Ports
jlcarneiro replied to linuxgurugamer's topic in KSP1 Mod Releases
I think I got it: @PART[PicoPort*] { MODULE { name = ModuleToggleCrossfeed // crossfeedStatus = False toggleEditor = True toggleFlight = True } } Is that correct? -
[1.9.x] PicoPort, the Micro Docking Ports
jlcarneiro replied to linuxgurugamer's topic in KSP1 Mod Releases
I thought this mod would be great for those (like me) that build small probes and want to provide them with refueling options. Unfortunately, I found out picoport probes don't accept fuel transfers. Rebuilding the same probes with Clamp-O-Tron Docking Port Jr. accept fuel transfer with no problem... I compared both .cfg files to create some MM patch but could not find WHAT is the difference. Can someone help me? @linuxgurugamer? -
Thanks for your effort! On another note, what are those two buttons near the communication button? Those with what seems to be a pulse sign...
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Great! Thanks! Is it possible to change the color of the (black) lines? I mean, apart from black and white (that is GREAT!) is it possible to have them in red and white, blue and white, green and white, yellow (or orange) and white? MAYBE due to a franchise of sci-fi series?
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Thanks for your prompt response! Any interaction would be great! But what I'm curious about is: "are there any issues"? Oh! And Merry Xmas to all!
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How does the last KSP update (1.11) affect this mod? Will repair kits be necessary to all fixes?
- 213 replies
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In the last few days (one week or so), I've noticed lag in my games. I could not identify if that is caused by a mod (probably is), can someone help me identify what is causing it? What should I look for in the logs? List of current installed mods (according to AVC) KSP.log Player.log ModuleManager.log MMPatch.log KSP-AVC.log MiniAVC-V2.log
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Same here! Funny thing is I've had this version for quite some time but I haven't noticed any lag before...
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- kanford and sons
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