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Box of Stardust

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Everything posted by Box of Stardust

  1. One of the oxygen tanks and something else was left inside of the Command and Control tab. And on that note, if you don't want them lost in the clutter, you can make a separate tab for those parts for easier sorting. There's a Life Support tab being used by one (or a few mods), so that's also an option.
  2. Can you add a settings option for how long we want the countdown to be? I love the countdown, but ten seconds is too long for things like routine satellite launches.
  3. Yeah, the status panel on the side, when you click on a vessel, will display notification options.
  4. That's weird. I have KIS and Texture Replacer (which also takes off the helmet on Kerbin). Except I have the opposite problem- I can't take it off. It also flickers when I try to take it off, but it just gets put back on right after. Let me see what happens when I change the Texture Replacer option.
  5. Is that from Kerbalism? How did you figure it out? I have the same issue, but I've got tons of mods, so I can't narrow down easily.
  6. Question: what does 'compatible with CTT' entail? How does it change the tree?
  7. What? I can't be bothered to delete stuff. Chill out.
  8. Now that I think of it, it can't be FF. I didn't have FF installed when it was occurring. If I had to pick a mod from my installs... maybe Roster Manifest? And if not, maybe it's bugged stock behavior?
  9. I've noticed this as well, although I can't get in game to confirm it right now. Perhaps there's another mod causing the reputation gain per recovery?
  10. The probe/antenna system needs work. Because currently, you can't do anything with them at all if you're on the other side of a planet/moon, making far-side activities (manuevers, mainly) impossible. It would be better if all that was restricted was data transmission. For the contact message, I think it should be changed so that it only activates upon: -Out of range -Loss of charge -Probe destruction
  11. It's KerbalKrashSystem if you have it installed.
  12. I think small radial containers might work- would be good to be able to fit into a service bay too. Just need the assets for one or a few.
  13. While I have nothing against the mod as to how it's being developed, and there's pluses to not needing reliance on other mods, I'm just curious if you considered Background Processing during the development of this.
  14. I always knew I wanted this but had no clue it existed so oh my gosh I'm getting this now.
  15. So recently I downloaded FAR because I was getting tired of the weird stock aero behavior. Now I'm dealing with real aero issues, and this one is baffling me. I'm trying to launch a rocket, and these are the two iterations of it (in reverse order of development, compared to how the album is ordered): I know CoL is generally supposed to be behind CoM, but hey, I'm trying out 'realistic' designs, so no fins. I feel like logically, it should still work, but MJ's autopilot always ends up losing control somewhere between 3km and 7km, depending on the settings. I've tried changing AoA, toggling Corrective Steering, modifying the Ascent Path (currently I've got it set to begin gravity turn at 0.8km and 75m/s, ranging from 50-80% shape in my tests)... and I still can't get this thing to space. Either aero forces drag it way down or drag it back up, which then ends in the rocket spinning out of control and breaking up. Help. MJ autopilot makes this game playable for me, because I've been through enough manual launches that I'm not really in the mood to even supervise the launch stage.
  16. He has already mentioned that modularity is (currently) not possible (first few pages of the thread). Whether or not that remains the case, remains to be seen, but I'd say it's not too likely. However, compatibility with other mods in an installation is being worked on.
  17. Have you tried using them together? I've never used RT, and I'm not too familiar with the code inside of either mods, but in that case, I'd just say, test it.
  18. Yeah, I figured that. CKAN seems to like reinstalling Air Race every time there's an update though, but I can deal with that.
  19. @DarkonZ Medved said he's searching for the issue (which he determined to be KerbalKrashSystem, and I concur, as I also have it installed). I'm continuing testing of/playing around with Kerbalism for possible immediate improvements that can be made (e.g., ease of usage, mechanics issues, etc.) that ShotgunNinja may not realize/be aware of.
  20. Is there a version that includes everything but Air Races? Or rather, a separate pack that includes the launch sites, then get the other parts also separately (which I see released standalone)?
  21. The antenna ranges are actually noted in set distances (Mm). The quic tool tip (Our planetary system) entails just the Kerbin system. There's also tech level that improves performance, which might modify the displayed distance value. I was going to report this myself, but never got to. I actually discovered it in orbit, so then there was suddenly a copy of s if Bill floating around the station. But dead. It gives me these notifications that he's out of Oxygen and Electricity. It's kind of like transporter technology- you 'kill' the original and make a copy in the new destination. Except since 'Bill' is still on a ladder, I can't exit to the space center. Oh, and it also breaks the Kerbalism UI/status panel. The only thing I'm not sure about is if it's because of a mod conflict, which is possible.
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