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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Ok, I think I know what's happening and should have a fix in a day or two. It has to do with the colliders.
  2. Can you be more specific about what's going on? Do you have logs? Thanks!
  3. I'd submit the Brumby. What 3-person capsule is that? One of Ven's stock revamps?
  4. That sounds like a pretty neat way to use them. I hadn't thought of using them as mass simulators for launchers...
  5. Thanks for the heads up, I'll fix that in the next update. The NRE isn't mission critical thankfully.
  6. I knew the Jool mission was being faked on a soundstage! I knew it- uh, oh, they found me. I don't know how, but they found me. Run for it, Martystu!
  7. Make sure to download the mod from GitHub. I don't have issues when using the GitHub install related to what you're seeing. Be sure to install everything included. 0.9.21 should fix that issue: - Fixed an issue with the Gold Digger and Contract Configurator. Thanks for the fix, @Enceos :) - Fixed an issue where the Ponderosa would not allow entry/exit into the module.
  8. Thanks! I'll have that for the next release of Pathfinder and credit you for the fix. Thanks again.
  9. I don't use Contract Configurator and wouldn't know where to begin to have it exclude the Gold Digger and its core sample experiment. If you can show me how to do that I'll be happy to.
  10. Neat looking shuttle. Looking forward to seeing it fly on Laythe.
  11. Looking at the original post, a couple of planned features were more interesting penalties for hungry kerbals and contracts to deliver snacks to vessels running low. I think next month those might be good to add as options if @tgruetzm doesn't return. You'd have to opt-in to enable those features. So a higher difficulty setting would be to lose rep when you run out of snacks but if you go without for too long, the kerbal goes MIA or dies depending on the game setting. You could optionally turn off random snacking. By default both features would be turned off to preserve existing behavior. These are just ideas, definitely want to keep Snacks lightweight and maintenance easy. A handy VAB/SPH calculator would be handy as well. Type in the typical number of flight crew and the calculator estimates how long your snacks will last (assuming no resupply).
  12. No problem. Apologies for the multiple updates in so short a time, KSP's 1.1.x updates gave me a lot of trouble.
  13. Try Pathfinder 0.9.20. I had some issues with parts and MM patches and the like that happened during the transition between KSP 1.1 and KSP 1.1.2. I think I've got it all stabilized again.
  14. It can make .5 past lightspeed. May the Fourth Be With You...
  15. @stali79 Please give Pathfinder 0.9.19 a try, it should fix the issues you were having with KPBS and Pathfinder.
  16. Well, it seems that in the multiple KSP 1.1.x builds, I lost a few files on the way. This release should straighten all that out. KSP 0.9.19 Fixed some missing files resulting from the transition to KSP 1.1.x Kind of frustrating, but it should all be working again now.
  17. I don't see either one of those in my latest builds. Be sure to install from GitHub if you are using CKAN. I did a check this morning and did not see the NREs you are reporting.
  18. What version of Pathfinder are you using, and did you install from CKAN? If you used CKAN, don't. CKAN is notoriously unreliable with my mods. Instead, pull the latest (0.9.18) From GitHub. I fixed a couple of things unrelated to the issue you're seeing, but with the latest KPBS, Pathfinder, and KIS, I don't see the issues you're seeing.
  19. Ok, 0.9.18 is now available. - Fixed mission icons and decals - Fixed an issue with the toolbar app - Added drag cube to the Conestoga
  20. Right. The original Switchback was deprecated in 0.9.12. The new one has a built-in base, so you don't need the Saddle. You can un-deprecate the original Switchback if you want- it's located in the Parts/Deprecated folder.
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