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JonBar

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Everything posted by JonBar

  1. I am using the High-Res texture pack and am curious if it is affected by the terrain detail slider in the KSP graphics options. My assumption is that option just changes the "bumps" or hills detail from further away, not sure though.
  2. Not using that one either. The only mods I have that interact with / supported by your mod would be OSE Workshop, Extraplanetary Launchpads, Tweakscale, KAS & KIS.
  3. I am not sure what is going on but the reactor seems to not use any uranium or produce depleted fuel, otherwise it works. This is after I updated to the latest release. I reinstalled version 1.6.3 and it is working as normal.
  4. I have a similar issue to TheNosferatu except when I use the K&K launchpad I get a warning it may explode and then it spawns under the surface.
  5. I have been reading of some issues with this mod and the latest KSP version, my question is would it work well enough to at least remove one or two of the hangar/VAB songs? Driving me nuts since I spend most the time designing there.
  6. Is there a way to expand the DIYkit without it shooting up into the sky? I tried to do a search on that but am not getting the wording right to find a match. It expands fine when just placed on the runway but when delivered it expands then shoots off like a rocket, I've tried different time warp speeds and everything.
  7. Hi RoverDude, I am curious about your ground tethering module, the USI_InertialDampener. I like this addition as it stops things from rolling around or bouncing upon load or time-warp, so I want to incorporate it into a few other parts via MMcfg. However I do wonder about its affects more specifically. Since it is on the Akita, a ground vehicle by design, would putting this module on the MK2 cockpit have any adverse affects when flying and activating? I am thinking of adding it to a few of Planetary Base System's parts since they are ground construction related, and onto other parts that may at some point have wheels or be settled on the ground. More specifically I noticed that when connecting via ports with KAS to the ground pylon, on low gravity bodies, that the pylon will sort of levitate. Although it is still solid in place it is levitating now, would applying the ground tethering help in such a situation? Thanks for your hard work and awesome mods!
  8. I read the post a page back about making materialkits through the ISRU available through the MM config you made, it says @PART[ISRU]:NEEDS[!KolonyTools], so what is kolonytools? I take it this mod has a dependency for that option? I would like to be able to make materialkits without downloading another mod I don't need/want. Or is it that the "!" means exclude, and it won't make a change if that mod is installed? I have yet to get to use the ISRU in this modded save to find out if I can make the material kits. Just looking for some clarification.
  9. Hello, I am enjoying this mod. I had some issues before (with my own MM cfg) but resolved them because it was a simple space error causing MM load hang ups. Here is the final product for my personalized experience with this mod relating to Extraplanetary Launchpads, as you can see I still have not become acquainted enough with editing modules so I tend to delete them and re add them. If you have advice that is much appreciated.
  10. I love this mod. I have a thing for being organized and this eases things, just one nit pick for you. Every time I write a description detailing certain aspects of the craft (DV,TWR,etc) I write it in a way that it fits in an easily read manner, but after loading and using the craft (subassembly or otherwise) it jumbles up my perfectly laid out description! Now that drives me nuts, if that's something you could fix I would appreciate it, if not that is also ok too(I'll get over it). Just noticed it does this when I load the subassembly from the stock list and does not happen when loading from the mods list. It's late/early.
  11. Unfortunately it does nothing, at least it didn't crash the game I suppose! (Tried x64 version only) Anyhow, this is a mod I will always keep an eye on.
  12. Has anyone checked to see if this still works with the latest version of KSP? If not then I'll have to try it out and post my findings (I know people are asking if it works, but doubt anyone has tried)
  13. I'm aware of that, yet they speak nothing of it.
  14. Why do we never hear mention of the 64 bit, maybe I'm the only one who thinks this is the most import part to wrapping up development.
  15. Money, money money! Oh, and the cart before the horse.
  16. If I didn't know better I would think this was all leading up to Full Release, as it should have been. Also, same as Brucey ↑ What were they thinking with no 64 bit in full release? SMH. They kind of beat around the bush by using the words 'scope' and 'complete', to justify their decision in 'Full Release'.
  17. Although not a drone, this design could be converted to be, with a payload of some sort, or not. This SSTO can lift off, achieve stable orbit, dock and land back onto the original body it lifted from. It can do this with all atmospheric bodies with the exception of Eve. Made to transport Kerbals with the intent of low part count and small size.
  18. Sandbox for sure, career is good for pushing you to design conservatively. The whole science part of the game is no fun at all to me, I honestly expected something else although I wouldn't know how else they could approach it.
  19. I get that point, it is just that most are listed with the total thrust power being the directional power, not each nozzle but rather the power being pushed out at any one particular direction.
  20. Seems that listing total power makes more sense, or at the very least a mention of this in the description?
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