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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. umm... yeah, if you switch fuel switch modules I would not expect it to work at all.
  2. @FreeThinker - there are a few posts over on the general discussion forum that cover it in pretty good detail (with varying opinions on how folks feel about a mechanic that allows unlimited science).
  3. Hopping in re science... also remember that in 1.0.x, the stock science lab takes data and generates science over time (with various factors affecting data quality and rate). So it's a nice way to gather the extra science you need for long tech trees.
  4. (edit) I am having a hard time repro'ing this. I am making a vessel with an FSFuelSwitch tank, filling it halfway, launching it, then going to do other things, coming back, no issues. Can you show me your config that is causing this?
  5. As noted, module manager. If your parts are wiggling it's colliders. And looking at the placement, that seems very likely as they use box colliders. Don't do that.
  6. Can you be a bit more specific? Certain bits are a bit... entertaining still, but the very presence of the parts should not cause an issue, given I have this in my main save
  7. Makes sense. So really, the one weird bit right now is we don't get a proper COL icon.
  8. Colliders. Don't do that. It's just a low efficiency part - comparable to a pioneer module in MKS. Which you promptly dump once you have a better way of doing things. But for this as a stand alone mod, it's the capstone.
  9. I just tested this myself dropping planes on the island runway. Where exactly are you trying to launch?
  10. Yes, but that's a stock bug, not related to this mod, not much I can do with it. I am actually... believe it or not... kinda ok with it. Because it still prevents mission fulfillment. And if you take that EVA Kerbal and try to have them, after months, re-enter a pod they will promptly ransack it. So it's a hard one to cheat on
  11. Again, we do zero with those icons - maybe something else you had was doing that? Nothing to fix. And I'm not even bothering with OP changelogs since they can be found in other places now.
  12. Yeah, the wings (some of them) are a bit funky I'll look at the tweakable, it probably suffers from the same changes that the other bits did.
  13. Change log is on the github page, and also noted when I publish the patch. I have no plans on changing those icons unless someone wants to get industrious and provide icon sets. So technically there is nothing to fix because its using the default squad one - i.e. there is no 'correct' icon to put in it's place.
  14. Just me taking the current DLL and packaging it into a new release, there were no other changes.
  15. FYI for folks playing with 7.1.2 - feedback on the engines would be good The only problem I have had with testing Firespitter is that I spend way too much time just playing with it
  16. RE scanning - if you add a planetary resource, it will appear automatically. If you delete it, it will vanish. If you put it back again, it will appear in the same place.
  17. Correct on the first, no idea what you mean by the second
  18. Would need more details. Side note - I set up a KerbalStuff page with a plugin-only version, this should help out modders (and will also be what gets indexed for CKAN).
  19. Correct, the HSP will affect thermal mass. Feel free to update your relevant ones and send the pull requests. Correct
  20. Good news everyone! Firespitter (just the plugin) has it's own KS page: https://kerbalstuff.com/mod/777/Firespitter%20-%20Plugin%20Only If you fine folks could add that in, that should be the Firespitter used for all of us that have/had it as a dependency. I now work with Sjno to help keep this up to date... and given how fast I update my mods between versions, this should resolve any firespitter version issues going forward.
  21. FYI the original Firespitter plugin is alive and well (and updated for 1.0.2). We've split out the plugin as a separate release to help with CKAN integration. You can find it on KerbalStuff here
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