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Pretender6

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  1. While i get that Buffalo2 is more approach NASA's MMSEV, and i believe with its more curves its fits more closely to kerbal's asthetics, i still believe that Buffalo 1 is still a valid aesthetic choice, with more its straight line approach, so do revisit it from time to time, if you can.
  2. Anyway to have a 'preloaded' background screen for Scansat, before having filled out? I mean, having a antique map based on age-of-sailing times, with lower 'detail' for other planets? perhaps a toggle/slider for opacity?
  3. Is it possible to, instead of having a all grayed out map, how about having a old cartographer style of map? or option to switch out the default grey map and tweakable translucent?
  4. Does anybody with the 1.1.2.2.1 patch got 2 seperate screens, 1 with a 'true vision' thats sets against the left botttom corner which cant be interacted with and 1 with the OLDD/DPAI and filters that can be resized/tweaked?
  5. You should also add the viewing port camera positions from stock 1.0.5
  6. otherwise make a map inside the Gamedata called Spodershibe for example. Make a text file test.cfg and copy paste this code, its should give the workshop extremely good efficiency on the material kits, but technicly not unlimited, unless you recycle again Am away from my game computer, so i cant verify for myself, but it would work, if it doesn't just remove test.cfg @PART[OSE_Workshop] { @MODULE[OseModuleWorkshop] { @ConversionRate = 0.0001 } }
  7. Really like it, also like the whole reverse, meaning starting with a HighTech ALCOR to old style FDAI/DSKY/Gauges
  8. You switch the co-pilots seats with the pilots seat, meaning the first autofill kerbal should be the pilot and be seated with the MJ/ASS/SAS controls
  9. I have gotten this message before, but didn report, because i tend to throw many mods to a wall and hope it sticks
  10. Just noticed, should WBI_Chassis2u maxStorage be 200 not 100 and the WBI_ChassisEndu be 75? Also i know this pack is more surface exploring, its but just an idea, a (inflatable) bi-adapter which connects 2 inflatable half sphere's into 1 seeming looking sphere?
  11. For me the WildblueIndustry Buffalo's Wagon Cab and the Pathfinder's Chuckwagon on Storage, each got bigger inventory space when inflated, around 12600 and 31400 respectivly. Some extra info, The chuckwagon cant be inflated VAB and other then Storage Template it starts with initial inventory size of 2000, and the Wagon CAb cant be accessed IVA ) I already have another fix for my purposes, but instead of setting MaxPartsized from biggest inventory at the start, but run from selecting favourate inventory?
  12. I know that if you set the MaxPartVolume to a higher volume like 99999, the workshop sets the maximum amount the KIS storage amount its apart off. But it does not seems to be effected by inflatable storage space, both deflated as inflated. Is this a bug or feature?
  13. Any way to add in extra controls like Drills and Resource generators/converters?
  14. I have this code to patch in what i think is a Connected Living Space Fix for KIS containers, OBI Workshop ThunderAeroSpace LifeSupport, but thx for the mk3cargobay headsup, dont use it myself that often @PART[probeStackLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[batteryBankLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[KIS_Container2]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[KIS_Container3]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[OSE_Workshop]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[ose6000]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[ose3000]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[TacLifeSupportMFTContainerLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[TacFoodContainerLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[TacLifeSupportContainerLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[TacOxygenContainerLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[TacWasteContainerLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[TacWaterContainerLarge]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } }
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