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ComatoseJedi

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Everything posted by ComatoseJedi

  1. The legs in question is off another mod that Alex was working on called Konquest. I think it's still on there, but they need to be updated.
  2. Anyone having a problem attaching the Lander Tank? It doesn't seem to want to attach to any attach node. When it does, it deletes the node until I delete the part and try again. I can try to provide logs, but since it takes like 10 minutes for me to exit KSP, I don't see how a log would provide any information while building in the VAB.
  3. You're not HAL 9000. And if you were, I'd be very concerned. But, thank you for confirming I'm not blind.
  4. This may be a stock bug or I am blind. When I go to set up an action group for the C Service Module to Jettison Panels and to Extend Solar Panels, the option to Jettison the side panels does not appear in the action group menu. I would assume if the ability to toggle the side panels in the VAB would transfer over to the Action Grouping menu. Is anyone else seeing this? We all know how busy you are and I for one am not demanding anything to be done in a specific time frame. You control all of that and as a fervent SSTU mod user, anything you do is well appreciated. If I had the money, I would just pay you several thousand dollars to take time off work for a month and complete everything you wanted to do with this mod. Thank you very much for your continued work.
  5. The "switch" is on the display with X button with Select Mode.
  6. We all appreciate your hard work and dedication to this awesome mod. Seems like every time you add something to improve upon the KSP experience, you change how we all play the game in a good way. Congrats! Recoloring support for SC Capsules: While anything you do to the mod is a vast improvement to the gaming experience, this recoloring support is beyond awesome. Adding it to the capsules would be another peacock feather in your fedora. Especially if you only add the metal colors, that would be woot woot.
  7. I haven't ran into any problems with this in 1.3. As with most part mods made with ASET props, all you really need to do is keep your RPM up to date and it's a done deal. But, if you do run into any problems, just be patient and it will be sorted. @YANFRET already updated his CMS parts pack and it has a version of this lander capsule in it. So, it must still work even if this hasn't been officially updated. With all this said, do not ask if this mod or any mod is working for the current version. If in doubt, try it out. Don't be afraid to test it out and see if it works instead of clogging up the thread with useless "Is this thing on" posts. Testing out mods on a separate installation of KSP will insure that if you run into any problems, you can submit the proper logs and what not. I've been using this pod seems like forever and it's always worked, even when outdated by a few KSP updates (unless it's a very significant update).
  8. Not to cause any undue stress or to be stoned by the users of this awesome mod. Might I recommend, if not already considered on the GitHub, to get the Lander Core worked on before moving on to pouring countless hours into the proposed candy I've been reading here recently. The lander core as of now is an unpolished diamond in the rough. I did read where there was love going to be spread on these parts, but nothing more about it. I do not want to tell @Shadowmage how to spend his time on his mod. Nor steer anything in my direction. Just spread the love. Just my two cents. Mr. Worf, raise the shields and arm the photon torpedoes. Set phasers to full spread and target life support.
  9. I love more content, even if I have to wait for it. I'm a patient man. This may not resonate with everyone else, but that's my two cents
  10. @alexustas mostly keeps us up to date of his mod's progress on GitHub and on YouTube. I would strongly suggest you check those out and the works that him and @MOARdV are constantly working on, instead of inquiring on here. Trust me, he's on the case and is fully aware of his mod's condition. As @Stone Blue said, merely asking (even quite rudely), is a violation of terms of this forum.
  11. No. This is in sandbox. The solar system I play on isn't updated, yet and I won't go to career until the mods I use are totally updated. I was just wondering why the height slider that I was used to, on this part, was gone. I do remember it being there on 1.2.2. Or I am just senile in -thinking- it was there. In any case, my question was answered.
  12. Just a quick question about the MUS Split Tank. I do not see a selection to change the actual height of this part. There's a slider for V.Scale, but not the actual height. Or I'm getting blind in my old age and just can't see it. Either way, you can throw stones at me or gummy bears (I prefer gummy bears since I quit smoking, lol)
  13. There is no problem here. The OP of the Feline Utility Rover even states that the flexible joint parts will not work until KJR is updated. Under known bugs on the Feline Utility Rover thread says The Hitches and Joints do currently not work when Kerbal Joint Reinforcement is installed. This will be fixed with the next update of KJR.
  14. I think you should do that as soon as possible. That way when 1.3 does hit, the only thing you have to wait on is dependencies to update. Unless it's not hard to remove things, (not too versed on how to make solar systems) then you can wait.
  15. Yeah, that was some major sorcery. I think a soul was involved.
  16. I am in favor of #1, too. When you look at the vessel as a whole and the intention of the mod to have a lower part count. The idea of overwhelming part count for a GUI based as #1 suggests wouldn't be as bad as it would seem. But, also with that said, I don't see a problem with the color/texture system that's there now, unless you are looking for a simpler way to change textures with the parts. If you know me, I'm a "If it ain't broke, don't fix it" sorta guy. But, the specular work is spectacular. I love that, long time... you party? lol.
  17. yeah, it's a small, minute contribution considering the huge amount of coding that went into the mod. But, it seemed simple enough to make happen. I will look into if there are any problems with making cross feed true on the SC-E-FS/FSX parts (It shouldn't, but doesn't hurt to test).
  18. Yeah, I can tell you haven't touched the SC-E files in a while, because your fuel gen is still running off of monopropellant, LOL. But, I will get on it now. I haven't made a pull request before, but I think I can muddle my way through it. *Edit* Sorry for dinging everyone's GitHub email address a million times. Figuring out how to make a pull request. But, I think I did it now. Thanks for not shooting me. BanG BanG.
  19. The stock module for this is ModuleToggleCrossfeed example from the stock TR-38-D MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } Trying it out now. *Update* I added the ModuleToggleCrossfeed to the core RBDC file config. It gave the toggle for cross feeding, but using it on the Series E Fuselage resulted in a no go for a -pull- for the engines to use. So, I looked into the SC-E-FS config file and set the fuelCrossFeed=True. This allowed for cross feeding for use with the radial de-coupler and the E shuttle fuselage. Would you like me to put in a pull request on the GH for these features/changes @Shadowmage ?
  20. I've been wondering the same thing. I know if you add a reaction wheel to this part, it doesn't work. But, that was in 1.1.2/3. I don't see why it shouldn't work? Things that make you go hmmmm. -Update- Upon looking at the RBDC config file, there's already a fuelCrossFeed configuration that's set to false. Maybe that was done as a reason?
  21. This isn't really a 'modpack', but more of a single really large mod. Due to the use of texture and mesh/model sharing across many of the parts it is extremely difficult to have a clean separation between the different series' of parts. For example many of the engine models and textures are re-used in the various ShipCore part-series, as are the RCS blocks and docking ports. If you have a specific list of parts that you do want to keep I can probably give you a quick write-up of what all would be safe to delete/remove. I think this is the answer to your question?
  22. I'm sure once they proved they could actually dock in space. As it was explained in the series "From the Earth to the Moon". "You wanna have some fun? You stand in the back yard with a tennis ball and I'll stand in the front. You throw the tennis ball over the house and I'll hit it with a rock". But, I'm sure once the later versions was designed to utilize the docking port as a crew transfer system. And no doubt it was a tricky squeeze.
  23. I believe the real Gemini capsules had a top hatch? The docking system was not hollow, so there was no ability to transfer people or material between the craft; the docking system merely locked two craft together. But, in the Kerbal universe, anything goes. lol But, I am guessing you already knew that. This is just for the people who didn't know.
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