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nick669

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Everything posted by nick669

  1. A Editor to add new categories-tabs on VAB/SPH. Parts can be moved to any category-tab.
  2. awesome mod! Is there a chance to edit or add new categories? for example i have too many parts on utility tab. I want to divide it into 3 different categories. i tried part catalog mod. but i'm really having trouble configuring tags (i don't know how to do it).
  3. Hello i'm having trouble with ship manifest-kas-mks... all mods works good until i use two pipe end point (from kas) to "dock" 2 vessels and transfer fuel. when i link both pipe end point and open the ship manifest gui the slider to adjust the amount of fuel or resource doesn't move (can't change the digits above neither) and when i click "xfer" a small amount of fuel is transferred (i don't remember what i did but i realized that a fuel tank ended with negative values). Quick save and load doesn't fix this. Unlink the pipe end points doesn't fix this. to get ship manifest work back i need to go back to space center and get back to my vessel (docked-linked) or restart the game. And finally i got this error when i link with pipe end point 2 parts of my base (MKS) there's a lot of resources. Error: in drawGui. Error: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.get_Vessel () [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.drawGui () [0x00000] in <filename unknown>:0 Sorry for my English
  4. Hello i'm having trouble with ship manifest-kas-mks... all mods works good until i use two pipe end point (from kas) to "dock" 2 vessels and transfer fuel. when i link both pipe end point and open the ship manifest gui the slider to adjust the amount of fuel or resource doesn't move (can't change the digits above neither) and when i click "xfer" a small amount of fuel is transferred. Quick save and load doesn't fix this. Unlink the pipe end points doesn't fix this. to get ship manifest work back i need to go back to space center and get back to my vessel (docked-linked) or restart the game. And finally i got this error when i link with pipe end point 2 parts of my base (MKS) there's a lot of resources. Error: in drawGui. Error: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.get_Vessel () [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.drawGui () [0x00000] in <filename unknown>:0 Sorry for my English
  5. Hello, i'm trying to add the KASModuleGrab on KAS_ContainerBay. it' works (I tried 2 ways. via addModule.cfg and editing the cfg part file), but it attaches behind the surface. I mean, half of the mesh is hidden inside the part or ground. I don't see any surface distance code or attach z position (only EVA) to fix this. I've tried changing the node name. but no changes. Any idea how to fix this? this is the code i'm using (addModule.cfg):
  6. Hello, i'm trying to add the KASModuleGrab on KAS_ContainerBay. it' works (I tried 2 ways. via addModule.cfg and editing the cfg part file), but it attaches behind the surface. I mean, half of the mesh is hidden inside the part or ground. I don't see any surface distance code or attach z position (only EVA) to fix this. I've tried changing the node name. but no changes. Any idea how to fix this? this is the code i'm using (addModule.cfg):
  7. those wheels aren't made for light rovers. they have very high traction (quick turns= bounce or lose control easily). Try RoveMax Model m1 (not high traction, a little more heavy and requires more energy). and always test your rovers before launch .
  8. Yes, but i need spotlights- flashlight to illuminate terrain, not surfaces of my vessel-rover. That's cool, i'll check that!. Thanks.
  9. Thanks. I tested it and it's to illuminate vessels, not terrain (short distances). And B9 is way too big for me right now... and i think is not compatible with 0.24.2.
  10. Hello! i can't find a mod that adds more lights (like illuminator mk1-mk2 but different shapes). i've checked "aviation lights" mod but i'm not sure if that what i'm looking for. I'm looking for lights to put on my rover to illuminate my path at night.
  11. it's okay. i'm using an unmaned pod on top as a spare container
  12. Hello, I checked the mod folder and there is a "ModuleManager.2.2.0.dll" (Kerbal Space Program\GameData\DangIt) i don't know if that makes trouble with my module manager file at: Kerbal Space Program\GameData\ (version 2.2.1) . I tried to delete it, copy my 2.2.1 module manager file in the folder and no changes. take spares option isn't showing when i'm o the pod's ladder. Anyways, here is my clean save game https://www.dropbox.com/s/3kwy5rpbdttm7wx/default.rar
  13. it didn't, as i said before. it just increase the "fix" options (take spares doesn't show):
  14. Hello again, I tested most pods (take spares) and here are the results: 2.5m pods doesn't work from (from ladder of the pod). but when i get closer to bottom or top of it (i think closer to the connection green node) it works. Here some screenshots. i have several mods installed, i'll try the same with no mods later. maybe is only me with this problem.
  15. Hello i'm having trouble repairing a TAC Life Suport tank... water is leaking but when i go eva and right click on the pod just "no damage" from deadly reentry. same on the tank.. so i increased the repair distance and now it shows all possible options in every part (to fix options) but there is no option to take spares. EDIT: I tested on the launch pad and... there is a incompatibility with tweak scale mod, the pod with standard dimensions works (taking spares) but if i use tweak scale mod to increase dimension it doesn't work. i think is a distance problem... changing the method to take spares may fix this.
  16. Hello, i recently downloaded that mod and i'm kind of lost. I've read the official tutorial but i think isn't updated. is there a updated tutorial?
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