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  1. Hi, Some things that I found helpful in lessening crashes, I'll post below, though I still get random crashes just clicking on things with the mouse, even clicking start game - occasionally......( modded or stock). My setup xp32 that could use a reformat on a core duo 2, Nvidia. Don't laugh it works... I also test on a windows 10 lap top for log comparisons. I run the game from a shortcut to the exe, not through steam, steam not running. Anyways - Please note that I do not recommend doing any of the following - except for testing, by experienced peoples: I rip the steam
  2. I wanted to attach 2 at the wide ends. Thanks, I appreciate your help. Works perfectly...
  3. Howdy, I'm enjoying the mod. The 3.75m Expanded Cluster Tank doesn't seem to have a bottom attach node. Am I missing something? I'd like to use it but there is no way to stick anything on the bottom of it. If you get some time, can you post the bottom node line here. I would like to paste into the cfg. Thanks very much.
  4. Howdy folks. Hope everyone is well. I was setting up a new install and noticed two textures are called but are not present. RepulsorSurfaceDiffuse SurfaceTrackSurface I had both files from earlier releases but I just wanted to let you guys know for the next time you pack up a release. I also get [ERR] Invalid integer value on all the repulsors. I'm still using ksp 1.02 if that matters.... [LOG 10:15:18.359] PartLoader: Compiling Part 'KerbalFoundries/Parts/Repulsor/KF_Repulsor' [ERR 10:15:18.375] Invalid integer value [LOG 10:15:18.421] PartLoader: Compiling Part 'KerbalFoundries/Parts/Repulso
  5. I'm just adding to the list of people who get this. Only in solar orbit.
  6. NecroBones, these are realy cool. Thanks.
  7. "As well as being able to at least view what the custom action group assignments were, even if not able to change them" That would be excellent and should be added. Actualy I think it is long over due. Good addition
  8. I dont undersand what you have written in relation to my post. I see you disagree with my idea but your explaination of why makes me think you may have misread my post or dont understand the word example in this context. Anyway thanks for taking the time to post, however I dont know what it is your trying to say. You seemed to have missed the point. Also I could swear that you have just paraphrased an unrelated post from a totaly unrelated thread.
  9. Hi RJ, "Okay. The orange hotspots are an artifact of ORSX, which was the ISRU framework Karbonite used to run on. It has now since been converted over to Regolith, a custom built ISRU framework. Resource concentration is now linked to biome and can be scanned for via SCANSat (you MUST have the 9.4 dev build though..." -This means the mod has changed since the pictures you saw. SCANSat is the mod that allows scans of planets and makes the maps there are a couple versions of it right now. the 9.4 dev version is the one being actively developed for use with karbonite's changes. I dont think it is
  10. Hi, Here's the things: 1.) Right click menus on parts in flight not following the craft. Example: Bad radial decoupling knocks off 1 of 4 radial attached engines, I want to shut off the engine on the otherside to regain balanced control, it takes awhile to click the part (because the rocket is spinning) - well now the menu is spinning - Doh!!! Perhaps being able to get the right click menus on the stagging Icons would help - or at least have the menus only move in response to user made camera adjustments or being draggable while holding a key. I dont realy know what the best way to handle it
  11. Hi lo-fi, thanks very much for taking the time to answer my questions. It's been bugging me for a long time. A double ++ thanks for actualy looking at the stuff and checking it out. Super Nice. A note of interest; If you look at the fuel lines or connecting strut you'll see they are still pointing to .DAE files that dont exist, having been replaced with .MUs awhile ago. Sure it works but trying to logic it out as a learn by example modder could be confusing...Why am I typing that here, I dont know... So anyways, the Korpses and grave markers is something I thunkded it up for you guys, so by al
  12. Hello Gaalidas, I didnt know that about the spaces, thanks. Maybe you could answer a question I have about having duplucate crashTolerance = lines with differing values. like: mass = 0.005 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 maxTemp = 3600 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 (which is from one of the squad wheels btw) I guessed that it would just use the first one = 7 and not the one that looks as it was intended by the person who pasted in the last 3 lines with = 50 -but I dont realy know. I see this in alo
  13. Howdy. Firstly thanks. Great work, been having much joy with the treads and repulsors. I was just setting up my 25 install, and grabbed the latest version of the mod, and since I'm well, a little odd, I look at every cfg before I install anything, and noticed that in most parts, instances of crashTolerance lines were missing a space or = . Anyways, my apreciation for getting the treads going and making such a nice mod. Good stuff.
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