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Marrv

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Everything posted by Marrv

  1. First page, half way down OP post. dont want to link it myself as can easily be changed.
  2. I can second the DMagic being triggered on Launchpad even when already collected, minimum science setting is currently @ 2, was at 1 but I bumped it up a bit to see if any effect would be had, it was not.
  3. For the record in the mean time I am running a combination of [x] Science (to see what I have to get) and Automated Science Sampler (so I have less trouble finding the right things to push in a rush, but it feels kind of cheat-y and has a few bugs) http://forum.kerbalspaceprogram.com/index.php?/topic/95531-11-automatedsciencesampler-v104-22042016/
  4. Look on right hand side, see the "commits" that is the author updating the code. AKA working on it. If you look back a page or so you will see he is feeling burnt out. It is amazing what you can do by reading a few of the posts...
  5. When I change toggle snap they dont snap to antything & just pass through the surface, but that might be editor extensions playing up. Got distracted building planes today will look tomorrow
  6. It may well be the compromises then; it is not an issue more an aesthetic/ease of use one (trailer unit nodes & surface attaching is a little off), trying to attach things to the side of the truck cab (was using bruteforce) the item clips in. Nothing mod breaking tbh
  7. I too build a science collecting 6x6 lorry for running around ksc in early career mode, I put the lack of ability to do crew reports down the kerbols not having the right pen & paper in the truck cab, having left it in the real space ship/planes.... The wheels I have been trying to find in the parts folders (not sure where they come from) to adjust some settings, I often find a set of them breaking on me. A few ideas; Is the a way to repair the wheels with an engineer? Would be useful if so. - Me being stupid again, today isnt a great day for m brain really... The boot module would be nice to have working with KIS (I am so used to KIS I assumed it would... sorry!) In the SPH a lot of the parts seem to be a little "funny" when trying to attach surface objects - they act as if they are all cylinders instead of flat surfaces - is this intentional?
  8. Ckan version (3.0.0 - same as github) produces following error on load; "[Warning]: File 'C:\Games\steamapps\common\Kerbal Space Program\GameData\iPeer\AGroupOnStage/PluginData/AGroupOnStage\settings.cfg' does not exist" Confirmed no settings.cfg present, I assume it has no impact on game, but wanted to post here incase it does (I dont like "warning" in logs )
  9. Using 1.2.0.0 from Ckan - getting the purple button still - button works though, error produced in log is "[Error]: [Toolbar] [ERROR] button texture exceeds 24x24 pixels, ignoring texture: CareerManager.careermanagerbutton" Easy fix to rescale texture down to 24x24px but thought would let you know
  10. None of the keys seem to be working for me in VAB. The EEX button is present & brings up the keybinds but when I press the key thats bounds (vertical snapping) nothing happens. Any ideas?
  11. Sorry; Latest version of mod from KerbalStuff KSP version 1.0 At the time clicked all buttons, no information appeared, all buttons red but all windows were empty. Have done a complete reinstall of KSP since, now is working (fell asleep before could report back with update, sorry again) *edit* Using CapCom allows you to bypass the "Active Contract" cap set by the tech level of your Mission Control (default being 2, just accepted 4)
  12. Stock gives you deployment altitude and min pressure Realchutes gives you a lot more options, one of my favoured is to only deploy when it is going down, so you can arm the shoot in ascent & not worry about it deploying & creating drag. If you can get by with stock then go for it, but I would recommend trying real chutes when it is updated and see what you think.
  13. Ok, not sure what is going on. Will clear all temp files uninstall & start over. Something must be amiss on my system. Sorry for the un-needed posts.
  14. Funny how you say that. Did fresh install via steam (manually made sure KSP folder had been deleted before reinstalling) Installed via CKAN & got error message when launching KSP along the lines of "aaa_toolbar" not compatable with KSP So un-installed via CKAN. Then removed KSP (delete local content). Removed residual files. Reinstall and manually add toolbar to gamedata. Re launch & same error. To check we are all using 1.7.8 yes?
  15. Just started a new career with capcom installed. No contracts are showing up. All buttons are red. Am I missing something?
  16. Addon version checker (not 100% sure if is cross supported) throws an error on startup of KSP "The Currently Installed Version of ShipManifest was built to run on KSP 0.90" Currently an just ignoring it, I assume the is a version number that has not been changed somewhere? **EDIT** - Installed via CKAN, which seems to be a big buggy, am doing it all manually now to see if CKAN is not using updated files. Will edit if no new posts or reply below if are
  17. Possible bug report; When attaching either KW Rocketry Maverick-1D or KW Rocketry WildCat-V (not tested others yet) to a HH-250-C insulated fuel tank which is attached radially via TT-70 radial decoupler the engines do not attach to the fuel tank base. When clicking to attach they become "stuck" to the cursor. The attach node disappears. Removing the engine (clicking it back on the menu) and trying to put another in its place does not work. Only fix is either Crtl+Z to undo to a state prior to KW engine attachment or load ship. N.B. when going to attach engine it does not "meet" the fuel tank, but is suspended on the node below. I am running quite a few mods, but all where updated yesterday (29/10/14) so all should be current. Career Mode 0.25 version number x86 .exe P.S. re-tested using KW fuel tank on side. Bug still present, KW engines not attaching. I do have TWO version of Maverick-1D in my parts list as well. Any suggestions?
  18. Hello, Firstly let me thank you for this mod, I like it a lot Secondly and sorry if this has been suggested already; Would it be able to add in an option to disable the fuel crossfeed? I see you have staging/decoupling via tweakable everything so was thinking another option onto it? Just I like the look of the part so would like to extend its uses. Thank you for your time & work on this
  19. As a huge mod user (cant sort mind out enough to write anything recently) I think this is a great idea. Kudo's Majiir for doing this (& Kethane ofc). I have not read all 28 pages of this thread, but could someone point me (if they know) to the latest idea on rating/s? The reason I ask this is that playing around with new mods and also finding new mods can be a real pain on Spaceport/curse, therefore having something that allows users to give a simple rating to their preferences would be immensely useful as allows a ranking (if that is possible within KISS principle)? I hope that the community can come through once more on KSP and fill the voids/oversights/gaps/etc Squad has left.
  20. Not 100% sure this has not been reported or if it is a bug (Did a google directed & forum search but couldn't find anything). If it is a bug let me know & I shall submit a bug report; I have been using another mod to filter my parts (I have a lot of them) and I noticed the following; The "kethane_tank1mLarge" & "kethane_tank1mStandard" names share the same ingame title of "KE-TM30 Kethane Storage Apparatus" which, as far as I can tell, means that only one of the modules appears in game. Can anyone else confirm this? Or let me know the Author decided to only give one 1.25m Kethane storage option for the time being? Thanks edit; the External Drilling Unit also has two entries. kethane_smallDrill & kethane_radialDrill - place holder, error or bug?
  21. Sorry if this is not the right place. Found a bug with the Mk3 paracute (inline)) that when you set it to auto deploy via the action groups it causes a black screen when you go to launch. I was telling it to pre-deploy at 25,000m, deploy at 10,000m and auto cut at 5,000m - basically a poor mans drogue chute as they are not unlocked for me yet. Can someone try to reproduce this?
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