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stryth

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Everything posted by stryth

  1. I've been having a problem with my game. Sometimes when I change scenes some of the mod icons on the toolbar will start duplicating themselves, the only ones that seem to do this are persistent rotation, servo controller, and waypoint manager, these icons also seem to duplicate themselves on the main menu when I quit from my save. I'm not sure what's causing this but I'm going to attach my mod list both debug and output logs and then image of the problem any help is appreciated. Nearly all my mods were installed through CKAN. Thanks in advance! debug log Output log picture of problem, (couldn't insert)
  2. So, what's the news on 1.4.5 compatibility?
  3. That Mk-1 junior liquid fuel tank confuses me. It's half the size of the stock Mk-1 liquid fuel tank, but it only has an 1/8 of the fuel. Shouldn't it have something like 200 LF instead of 50?
  4. How about an opacity slider, so we can control how see-through the windows are?
  5. I've noticed a bug with the 2T chute segments, i'm playing in a new career game so I've only got a level-1 VAB. For some reason, the game is using the deployed height measurements for the chutes when I add these parts to my ship, making it much taller then it should be otherwise. IE: without the chutes, my rocket is only 9m tall, with the chutes on top it's suddenly like 26m tall. But again this bug seems limited to the 2T chute segments.
  6. I'm having a bit of a problem here. Every time i try to launch my rockets with GT, it seems to shallow out the flight path too early, causing my rockets to burn up or crash. I'm early in a career game, so my ships are still pretty small. Any suggestions? Also feature request: a preset window where you can set values for GT to base it's guess work off of, ie: orbit altitude and inlination.
  7. Thank you so much! I really needed this back! Ihat would actually be pretty cool. Making fuel switching something you have to unlock would definitely be interesting.
  8. Does anyone have a MMconfig that adds this function to every tank, even modded ones? I always used porkjets Stock Fuel Switch, but it doesn't seem to work in 1.1.2 and neither does the mod listed in the OP.
  9. So, the airships are back eh? Very nice! though I've got to admit, I've been waiting for the squid parts more then anything. I miss those sticky little guys, as have my Minmus rovers.
  10. Has anyone else noticed that the Passive Seismic Experiment has the Central Stations description?
  11. The kerbalstuff page doesn't seem to have a link to this page or a description.
  12. The kerbalstuff forum link doesn't work. it leads to the forum, but not any particular page
  13. I don't know if anyone's addressed this before, but does anyone know if there's a way to make the stock satellite contracts look for a science parts experiment id, instead of it's name? i want to be able to use modded science juniors and goo cans to fill those req's.
  14. 1.0.5 compatibility confirmed. This is an amazingly robust little mod, at least fourteen versions since it was first made and it's still going strong!
  15. Why does the Kerbal stuff link on the OP, still connect to the Kerbal stuff beta site?
  16. I'm trying to find an old mod, a set of three radially mounted nuclear engines. They had a metallic grey base and an orange colored tank in the middle, with a warning label on all of them about causing death. https://www.dropbox.com/s/pug6quod6jwgh2n/rne-ex.png?dl=0 this a rough drawing of the smaller ones from memory. The two smaller ones had their flames coming from that slit, while the big one had a nozzle and all three seem to have unique models. I can't seem to find them any more, if anyone knows were I can find on old copy of these i'd really love to know. I want to try and update their cfg's to work in 1.0.4 for my game. They just fit my ship designs so much better.
  17. would if I could, but there are six config files, for parts of various sizes in there. I would need to adjust the values for all of them, and I have no idea what I would need to change them to.
  18. I don't know if anyone still uses the perfectrons, but i figured that I'd make this for those who do. I don't know how to turn TGA textures into DDS ones, so those will have to be done by someone else. CHANGELOG I changed several things using stats from the stock sepratron. - changed tech required to precisionPropulsion - moved parts to engines - included entry cost - added heat conductivity and emmissive constant - adjusted maxtemp settings - included parts into bulkhead profiles (surface mount) - adjusted atmosphere curve
  19. I forgot to mention that i'm updating from F.S.C 0.27.2, and the folder structure seems to have changed. That's why I was confused.
  20. So, should I remove the entire KerboKatz folder (Including KK utilities?) before I install 1.0.1?
  21. It's good that someone will be maintaining this, but you might want to take a look at the forum link From kerbalstuff to here, at the moment it says this, http s://kerbalstuff.com/mod/333/forum.kerbalspaceprogram.com/threads/100098-0-25-Coherent-Contracts-v1-01-(Nov-14) without that space at the beginning and leads back to it's own page.
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