JeffreyCor

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About JeffreyCor

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    Senior Rocket Scientist

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  1. Wow amazing work! Truly impressive An option for bundling could be an "extras" or something like that in the way that Near Future has optional functions that can be installed at the election of the user.
  2. That is quite disappointing after the video, but your offer is very much appreciated! I think I see what you're doing in the MM examples you gave. I'll use that as a guide to see what I can do as time permits (swearing in ceremony for California Bar on Thursday) and if it goes well I'll be glad to share them with you.
  3. originally it wasn't, then parts were only in one size unless TweakScale was used. Had to spend a lot of time making it into 3 sizes which I would not have had to do if TS was not a requirement at the time When the review video of this new updated version shows 3 separate sizes for parts back, I'm in love!
  4. I absolutely hate TweakScale and in fact took time to create parts to remove TS from the old version which greatly limited any updates to parts. I practically started dancing in my seat because of it not being required here. I think my initial reaction actually looked like this
  5. IR back and not requiring TS, I love it!! looking forward to your update working with Breaking Ground.
  6. Having the same problem Tech button does not open a window even though techs are being researched. All other buttons produce window as expected. I have the log from experiencing the issue right now and had just hopped over to see if it was a known issue or something I had missed: https://www.dropbox.com/s/loseq803yxx3hgp/output_log.txt?dl=0
  7. I really hope this gets picked up or development resumed. I like it a lot more than EPL
  8. A workaround for the screwdriver not equipping can be to use the power screwdriver that is part of KAS. Have to move further down the tech tree to be able to do this but can be a potentially acceptable trade off for now.
  9. Thank you greatly for your continued work. Your efforts are very much appreciated.
  10. Causes problems with KRnD and overall dislike the part switching function entirely. So, basically everything
  11. I really hope this would be picked up too. The B9 requirement for Tundra to work caused me to stop using that one.
  12. It seems explosions have returned to the service experiments with the new KAS. Haven't done extensive testing, but have had the first experiment site blow up in a lot time on the first site made after the update. Everything installed normally, but when returning to the site later, boom. UPDATE: It seems dropping the parts on the surface rather than attaching them to the surface of the planet/moon before connecting them together does not have this problem.
  13. for #1, because an engine can be redesigned from what it was originally configured for. So you can take what was a launch engine and make it into a vacuum engine if you so chose if you want to put the research into it. It allows choice by the user, which is very much a good thing as it allows different play styles without issue. on #2 I agree with you, that should be than option for users for the same reasoning at #1 #3, definitely a bug and an annoying one at that Hopefully that will be corrected when -MM- has some time for an update
  14. Stock batteries aren't really useless. They provide the EC buffer for things like transmitting research data. Especially for large data chunks where the battery discharge rate will not maintain more stored EC in the system than is required for each transmitted portion.
  15. seems to be having a bug in 1.4.5 where Real Batteries are switching to discharge or charge after using time warp. The percentage reads correctly but when power drops past the threshold nothing happens and the same for charging. F5 then F9 resets the issue and Real Battery works as expected until time warp is used again.