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Enceos

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Everything posted by Enceos

  1. @nightingale What do you think about adding the GAP Contracts to the Pilot Focus strategy?
  2. My pleasure I checked the bug tracker, the issue has already been reported and noticed: http://bugs.kerbalspaceprogram.com/issues/9629
  3. You're late for the party its been there even before 0.90. Looks like the new UI has broken the feature. I can confirm that it worked in 1.1.1 and stopped working in 1.1.2 for me as well.
  4. Hi @simon56modder, I hope you got your KSP copy before Squad went on vacation. I've been lurking in the Development Suggestions thread and stumbled upon this one: Then I decided to search if that has ever been done by modders and found your thread. I must say, I'll halt my progression to other planets and stick with Mun and Minmus before your mod is updated. Your mod is a treasure :3 The game really killed it for me when I accidentally pushed the bracket key in the Map View and saw Eeloo in all its detail. Many people are starting new saves in 1.1/ 1.1.2 games. Your mod is just so essential for the new starters. I hope Squad takes your ideas when they reach the Science Overhaul phase of KSP development. And the existence of your mod is pretty much an answer to this thread:
  5. KIS also had this issue, @IgorZ has solved it by increasing the renderQueue number. You can view the issue and the fix on Github. As for the features, I agree with lextacy, I wonder if it is possible at all to give the nodes those dragging arrows which we use for offsetting parts.
  6. Lovely :3 I might have some requests, would you please make a prerelease version?
  7. Same, running smoothly flying safe in 1.1.2.
  8. Many people have thousands of hours of KSP play time, some modders have thousands of hours of Modding Time. I can't thank enough the hardworkers @NathanKell, @Angel-125, @Porkjet, @RoverDude, @BahamutoD, @AlphaAsh, @nightingale, @DMagic, @ferram4, @sarbian, @Thomas P., @blizzy78, @TriggerAu, @blackrack, @rbray89, @Nertea, @taniwha, @Diazo . I obviously can't name all of the amazing modders. You've come into the KSP modding community and never left it since. You breathe life into this game, expand the scope and possibilities to infinity, each and every your creation lives and shines, every meticulously thought out coding line, every carefully designed texture map, every brilliant idea of yours are priceless. You are treasures of our community.
  9. @siehdaaa ExtraplanetaryLaunchpads mod lets you build things in orbit and on other planets. It requires resources for building rockets, so you have to work a bit to spawn a vessel in space.
  10. The biggest legs are probably the ones from SpaceY heavy lifters mod by Necrobones.
  11. Lovely! :3 You can't imagine how much your tool makes life easier for modders.
  12. @tetryds Lovely mod. Flying is so much smoother with this one :3 Would you please kindly consider adding an option to the MAFSettings.cfg to turn off the toolbar icon? I've set up it to my liking and don't need the settings anymore, the icon just takes up the precious toolbar space after that, don't you think so?
  13. @Mythos Really love the new search feature. There's just one more thing which forces me to go and edit the save in Notepad++. Have you thought of adding the copy/paste/duplicate options to the rightclick menu of the nodes in the KML tree?
  14. Do you have ModuleManager installed? O.o its required
  15. I remembered another bug I encountered. In 1.0.5 I had an EVA parachute which I equipped when jumping out of plane then clicked it on kerbal's back and deployed. In 1.1 the parachute looses a link with kerbals body after deployment and floats away. Kerbal falls unhindered. Here's the config which adds the parachute part. Would you please try it out an tell if it works for you?
  16. Do i upvote with a Thumb Up reaction or a comment?
  17. That's flattering. I have yet to discover the bugs that bug me : D
  18. I say bugs first, features second. Upvoted the Reroot feature :3
  19. Then thanks for the report. @ShotgunNinja might ask you for more info when he comes online, please stay tuned.
  20. @Deimos Rast The GUI of Kerbalism has quite a few features you haven't discovered yet. Take your time to click everyhere in the Kerbalism helper window
  21. You won't have to toss away RT in the next version:
  22. No, it doesn't. Get the 1.0.5 version from spacedock (though it doesn't have some features and parts). @ShotgunNinja I stumbled upon a bug today. Kerbalism doesn't play nicely with kerbals spawned on the ground via contracts from Contract Configurator. The kerbal spawns with a helmet on, without electricity and replicates itself upon entering a pod. Removing Kerbalism made the problem disappear, the Kerbal was without helmet and entered a pod with no probs. (Well, you told already that helmets are fixed in the next version). After I edited the save and added the missing life support resources, the kerbal entered the pod without duplicating itself. Pinging @nightingale, maybe he can help sort out the correct kerbal spawning.
  23. There's another mod which causes a kerbal replication bug, just so everybody knows. Kerbalism mod currently doesn't play nicely with Kerbals spawned on the ground via contracts from Contract Configurator packs.
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