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Sarayakat

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Everything posted by Sarayakat

  1. Did you do anything special? I have run this mod before .90, so I know how to use it, but when I right click my Kerbal no button appears for first person.
  2. I miss this mod. Alot. Hope it gets updated. Vanilla is a travesty.
  3. I have the exact same problem (including the dual exhaust fx) and am looking for solutions now. My install is fairly heavily modded so I would be interested to know if this issue occurs in vanilla as well. EDIT: I found the thread discussing the tweakscale issue. Sad times...
  4. That is very interesting idea. One of those things you don't realize you need until someone mentions it. I hope the modder(s) take(s) it up.
  5. Thanks Chris, I was having a hard time playing without this. Great job.
  6. I have been chasing the same bug! I will pull KAC now and report back if the problem doesn't reoccur since it is about the only mod I haven't already tried leaving out (really didn't want to lose this one). New save, so it may take awhile.
  7. Hey Cvod, I'm currently testing your .2.2. The only thing I would change so far is that the universal storage quad mount is under advanced construction @150 points whilst there are wedges for it that unlock on the science side for 90. Getting the quad a bit earlier would make sense, especially since finding it takes some trial and error unless you look in the config (as I did). Otherwise, things are looking great. The newest layout seems clean and relatively easy on the eyes compared to some of the earlier efforts as well. Thanks again for the mod!
  8. As to pricing, I really couldn't say. I have modded my science returns for all planets/experiments by about -60% using using Dmagics "Celestial Body Science Multiplier Editor" which, with your mod, seems about right to me. I suspect that most people would consider that excessive.
  9. Your mod is working great for me so far with 2 small caveats: 1- the positioning on at least one icon is different from what is displayed in the first post: (note the little jet engine icon thingy) 2 - and I can report that if I use locked mechjeb modules via the toolbar (a known exploit of MJ) the KSP map interface can return some truly bizarre effects. An example would be a return trajectory from the moon that insisted it was an escape trajectory from Kerbin and an ascent module which would control directionality and engine cutoff but not the throttle otherwise. Obviously the MJ issue is no fault of yours, but it seemed odd enough that I thought I'd pass it on. Once the MJ modules are unlocked legitimately they function as normal. Anyway, great mod, I will definitely be using this one. Thank you! EDIT - FYI, the MJ exploit won't be an issue for long as the latest dev builds eliminate it apparently. That will be one less thing to worry about...
  10. https://www.dropbox.com/s/8p3tbtkx9kknoro/ScienceParams.cfg Here's mine. I have cranked down the science recieved just about everywhere with a few lesser changes suchs as Eeloo and Tylo as they are pretty challenging to land on.
  11. This is great! The final piece in my mod-puzzle was making science more precious. Being able to do so myself in a config makes it even better. I am running it with 64bit 24.2 and tons of other mods (including Dmagic Orbital Science) and no problems so far. Thanks!
  12. Yo, D! I have been enjoying your mod for some time now. The contracts are great and add much to the gameplay. One question: How would I go about changing the contract time limit? I want to give myself more time to complete a contract once I accept it. I have looked through the configs, but can't it figure out. Thanks in advance for your reply and in general for all your hard work.
  13. Hi, When in the VAB I am getting the endlessly expanding icon bug from the smelters. Is there a recommended fix for this or perhaps an error I might have made to cause it? Thanks in advance for your assistance. EDIT: Nevermind (sheepishly) I didn't realize that the EPL-Karbonite needed an update to keep up with MKS. Having applied said update my problem has been corrected.
  14. Thanks for the reply, the date was different and I am getting paranoid about all of the crossover between EPL, MKS, ORS, Texture replacer, etc...
  15. The ability to scroll through parts categories with the mousewheel alone makes this mod indispensable, the rest is just gravy. Thanks so much for your mod. My only concern is that my log file is filled with exceptions like this: [ERR 22:37:23.506] MechJeb moduleRegistry creation threw an exception in LoadComputerModules loading PartCatalog, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.LoadComputerModules () [0x00000] in <filename unknown>:0 EDIT: and this System.Security.SecurityException: Assembly C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\KSPLua\KopiLua.dll tried to use forbidden type System.Diagnostics.Process! Allows launching of external processes. at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 and this FileNotFoundException: C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\KSPLua\bin/win/x86/lua5.2 does not exist Should I be concerned?
  16. I notice that the planetaryresourcedefinitions shipping with the MKS/ORS dl differs from the one with this mod. Any advice on which one to use?
  17. Just beautiful. If this integrates well with KAO3 it will be a lovely experience to play.
  18. @Roverdude - I'm running MKS and Karbonite, everything seems to be working great so far. Thank you very much for your mod. You are a machine. (Hopefully you're not actually a machine, though I suppose an AI would be able to make some awesome mods so if you are in fact a machine I won't be too judgemental about it.) :)
  19. Love this mod. My entire game now revolves around lots of IVA because of the pleasure of using the ALCOR capsule. Thx for all the hard work. EDIT: One complaint though. The vanilla capsules now look ugly as sin in comparison. Squad really needs to do better if modders can do what you've done here.
  20. FYI - I am running KW and TAC and it's working, fwiw.
  21. @JeffersonFlight - Tried your fix with KAS and my 64 bit heavily modded game and it works so far. Thanks for the great work. Thanks as well to the original devs for KAS. KSP isn't the same without it.
  22. Love the mod, but I still can't get the asteroid missions to complete. New Fine print install .52a, accept mission to capture and bring to Kerbin orbit. I go to control center, select an unknown object, track it, build a ship which I launch, intercept the asteroid and then achieve an orbit after which the "achieve Kerbin orbit" req is green. I am inclined about 35 degrees and I have never towed an asteroid into an orbit smaller than about 500k but it is a stable, circular orbit...Anyone have any idea what I'm doing wrong? EDIT: I am using unmanned vehicles in case that matters.
  23. I have the same issue and have captured 2 asteroids now. EDIt - I noticed that my mission to build an orbital base thinks I already have one orbiting, albeit without the necessary kerbals. Could it be registering the asteroid capture in the wrong contract?
  24. This sounds great. Just what the contracts system needed. Now, keep your nose to the grindstone and keep developing. Let us hear no moaning about a place called "RL" or whatever. Where is that anyway, Rhode Island? Sri Lanka? Not important. EDIT: Just kidding btw, thanks for sharing your work. Just wanted to make sure my attempt at humour doesn't offend. A poor jest, but I will not scratch it out...
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