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eLDude

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Everything posted by eLDude

  1. is it known that F2 doesn't hide contracts window+ ? it's no big deal... just need to click it off for screenshots keep up your work, it's amazing
  2. great work with your modlets only one thing, can you add toolbar support for kerbnet controller?
  3. hey, i have some strange behaviour with EL 5.6.0 Stock + Toolbar + EL setting EL to use blizzys toolbar - going to main menu - stock toolbar with EL button appears... load save again EL button on both, Toolbar and App-Launcher.
  4. Thanks for the update. first thought on your new lv-95-6 "why 0 dV?" - ok now using monoprop. i like it! much safer, maybe Jeb complains about - can we expect a lv-95-12 coz there is lot of space for another six engines - i totally like the new, clean design of your engines. no more yellow black striped attach thingi, do all engines get rid of that at some point?
  5. Hey Malah, i've noticed an annoying bug with QuickMute. After scene change with quickmute activated im getting an Exception and all sounds set to 0% it works fine without scene change Edit: checked it with clean install, same result
  6. same here! twp does not create a plugindata directory on its own after creating \PluginData\settings.cfg everything works fine
  7. i got the ring issue with sarnus ring.... not with svt jool ring... has something to do with the rotation of the ring texture... svt jool ring is 2048x125 opm sarnus ring is 1x1024 im not an expert on this... just copy and paste till it works rotating texture 90° makes it work
  8. can confirm that... gtx 960 dx9/11 no field rendered opengl is working... well working in terms of displaying the magnetic fields
  9. would be AWESOME in the meantime i made something like this for my fuelcells
  10. well done sir SETI-NewParts-RemoteTech.cfg %node_stack_bottom = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0, 0 and i changed how probes get EC @PART [*]:HAS[@MODULE[ModuleCommand]:HAS[#minimumCrew[0]]]:AFTER[sETIctt] { @RESOURCE[ElectricCharge] { @maxAmount = 5000 @maxAmount *= #$/mass$ @amount = #$maxAmount$ } }
  11. I tried your (Semi-)Saturatable Reaction Wheels and like it now i wonder if you can make it work with TweakableEverything? thx for your awesome mods!
  12. your mod is AWESOME i tried Crzyrndms interesting Mod (Semi-)Saturatable Reaction Wheels now i wonder if you can easily add his MODULE to TweakableReactionWheels maybe you can take a look at it... thx
  13. working for me with 78 mods installed - thx for the unfixer TO ALL OF YOU MODDERS - BIG THX FOR ALL THE GREAT MODS - I CAN'T IMAGINE A KSP WITHOUT YOUR WORK
  14. Well done! Thanks for this remarkable visual improvement. 2 things - turbo ram jet attachment node isn't correct and that solarpanel thing is NOT FUNNY
  15. Hey SpaceTiger, Thank you for your work. i found an issue with station science experiments ForScienceContinued ignores the state of experiment and gather the science directly!
  16. FTT_Structural_500_05 the large cargo rack stack nodes are broken! should be node_stack_bottom_R = 0, -11.25, 0, 0.0, -1.0, 0.0, 3 node_stack_top_L = 0, 11.25, 0, 0.0, 1.0, 0.0, 3 is it possible to change from EL MetallicOre to Stock Ore? or is there a mmpatch out already? keep up your great work Bob! ahh just found your new Kontainers, they provide both EL and Stock, are you going to change that for all your Kontainer?
  17. the kae dll that comes with 5.1.92 messes up the SmartParts editor menu i replaced it with 1.7.4.15 kae dll - seems to work fine, at least the smart parts have proper menu now
  18. Big Thanks for this great Mod. Is it possible to add the new stock merge feature to your mod? or the possibility to switch to the stock load vessel menu?
  19. i use this great mod long time... now i made a new ksp install and noticed a bug linked to tweakable everything. if i scale decoupler, docking ports or reaction wheels, i get strange values... is there a fix other than deactivate these parts? thx ... ok found a "solution"... //the relevant scale exponents still able to scale the parts with original values
  20. thanks for your work on this great mod! i found a bug - launch a vessel with FMRS active - activate TCA - in that case it looks like both mods share their window
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