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NomenNescio

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Everything posted by NomenNescio

  1. I've read through the description, and I have one question: How do I set the EVA Ground and EVA Space to be the same texture?
  2. In the advanced settings menu, there is a slider for the Deep Space Network. The default range is very far, and I prefer to limit it so it only just reaches the mun.
  3. Quick question, are the new ground stations affected by the stock DSN range multiplier?
  4. I've encountered an issue. I unlocked a few sites in career mode, when I loaded up the game again, the sites were locked again. I then turned off that particular function to unlock all my sites, and although I saved the setting, when I again reloaded the game, the sites were locked away again. Basically it seems the career mode thing is resetting every time I load up the game.
  5. It is the Mk1 Cockpit, I've noticed the screen thing as well, but I have yet to find the cause for that. For a moment I thought it was Ven's Stock Revamp, but turns out that's not really it. For now I'm focusing on the door thing, because with RPM installed the monitor isn't a huge issue.
  6. Have you considered adding the sounds and dust effects to the stock wheels?
  7. I'm afraid the flipped door thing is still an issue even in the new beta. Just FYI. I've tried deleting my settings.cfg and starting a new save, just to be sure, but it's definitely still there.
  8. Guys, guys. I see what's happening here. There's been a misunderstanding, I'm not using the patch. I didn't even see it was there xD I was asking for clarification on a function of this mod, and after @KerbMav posted the patch this conversation switched in direction I didn't see. That's all. We can leave it now
  9. What is this warning of which you speak? I see a few explanations, that make perfect sense BTW, but talk of warnings make me nervous
  10. I'm loving the mod, but I'm noticing two things I think it needs. First some larger glykerol containers, and a way to produce more glykerol, I would imagine adding a new function to the standard factory modules should do the trick.
  11. Quick Question, I don't see any way to turn mulch into fertilizer? It seems the only way to produce fertilizer is by converting ore and water, is that right?
  12. Hey there, loving the mod so far, particularly the integration with Kerbal Planetary Base Systems, that having been said I'm really pining for a greenhouse module for my space stations. Just a suggestion for future installments. Thank you for your time.
  13. What's your thoughts on the new module squad just showed off? https://m.imgur.com/r/KerbalSpaceProgram/kH4kpKL Do you think it might make one of your pods redundant? Edit: upon closer inspection it only looks to be 3 person pod. So nevermind.
  14. Alright. *Testing* It didn't work. Is it possible to do this with an MM.cfg file? Because if not, we should probably move this discussion to PM.
  15. That's exactly the problem, whenever I try to make a craft with swept wings, even if the wing is placed in front of the center of mass, the control surfaces aren't, which then means they're inverted incorrectly. The option to invert them myself is something I've been begging/hoping for for a long time.
  16. I've been wondering, is it possible to add an "invert" option to control surfaces using this method? I'm a bit of noob at this, so any help is appreciated.
  17. Hmm.... It's mystery then. I'll see what I come up with. In the mean time could you do me a favor and just see if you can replicate the issue?
  18. Okay, this is seriously strange, but after extensive testing this mod is definitely the cause. With this mod installed my rapier engines lose most of their oomph. They can't get me into orbit. It makes no sense, but there's zero doubt here. Edit: Is it possible your mod is messing with the aerodynamics?
  19. Oohh. I was wondering what that was. Should I delete the entire folder? Or just the .dll?
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