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PhilTact

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    Bottle Rocketeer
  1. I had a thing happen after my game crashed while a KRASH simulation was loading. Before running the game I saw an update for Bases and Station version 2:3.7.2.7. Upon loading I had duplicated toolbar buttons (including an additional one I have never seen before). I reverted to the previous version of Bases and Stations and the problem was gone. Not looking for support, just letting you know in case it's related. Thanks for everything you do.
  2. After the EditorCamExtensions upgrade I had an issue. In the VAB first part selected on a new craft appeared where expected. Second part selected from the list appeared partway in the floor. I was unable to move any parts after clicking on them although nodes would appear as usual when you click on parts. I did not try to load any craft. Assuming it was EditorCamExtensions as the problem went away after uninstalling. Hope this helps. If you need more info from me just ask. ps. I forgot how painfully slow scrolling was without the mod. Thanks for your work.
  3. Nice work on the interstage for the stock adapters! I'll second minepagan but just delete things. Too many parts.
  4. Is there a work around for this? It's mainly happening to me near the surface of the mun. And not with mod parts for me. The 38k radial decouplers are the culprit for me.
  5. Well damn. I may just uninstall real chutes and use this. Stock chutes seem to be much better post 1.0 anyways.
  6. Hmm, maybe it's because of some of the contract packs I installed. Probably the kerbal aircraft builders pack. I flew a few tourist flights to the island and they stick around after the contracts are completed. Thanks for the replies.
  7. How can I delete tourists from my crew roster? And if it is possible, is there a reason to keep them around? I searched around but can't find an answer. I do see they don't count against the active kerbal limit, but I was wondering. Tourists don't have the red "x" to remove them like actual astronauts.
  8. I think it sounds great. I usually play with remote tech but it really needs a deep space network. The first 20 hours of a remote tech career game are just plain tedious.
  9. I found it here https://github.com/BobPalmer/MKS/pull/555. I guess I'm going to edit my save file to fix as mentioned in http://forum.kerbalspaceprogram.com/threads/128623-Rescue-from-a-probe.
  10. I was also having this problem. Do you happen to have the stock bug fix mod installed? I uninstalled the part of stock bug fix module KerbalDebrisFix and I haven't had the problem since. Don't know if this will help you or nightingale but I thought I'd throw it out there.
  11. I really like Kurt but I cringe every time he makes his "guooo" sound.
  12. I was wondering if there was a way to make the science alert popup window expand upwards as science becomes available?
  13. I'm having an issue where it does not remember any keybind changes beyond a scene change. I searched around but couldn't determine if this was known. Is the config.xml supposed to update?
  14. Having fun with this so far. I like to build planes. Question about the "Don't Crash" though. It seems very sensitive. I did a part test in flight for another contract that involved a decoupler and it was registered as a crash. Actually, both the altitude contracts I have done so far registered as crashes. What is the criteria for a crash? Thanks for making this contract pack.
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