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mecki

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Everything posted by mecki

  1. Thanks for the feedback! I checked again. I hadn't played KSP for a long time. CKAN didn't update Procedural Parts since it isn't compatible with my current KSP version. I updated manually and now it works.
  2. I'm on 1.2.2 and I don't have any controls to change the size of my parts when I right-click. Is this to due to my up-to-date KSP version?
  3. Hey! One things I noticed: Parachutes aren't recognized in the VAB: There is a "warning" in the info popup saying "Parachute missing!". Thanks for this great update!
  4. http://forum.kerbalspaceprogram.com/threads/64118-0-90-Real-Fuels-v8-3-Dec-20-14?p=876665&viewfull=1#post876665
  5. You can see and download my changes here: https://github.com/bax-/ActiveTextureManagement/tree/master/Content
  6. I made a pull request about two weeks ago to the ATM Github repo to preserve a list of toolbar icons and to preserve all icons in /Icons/ folders. Hopefully rbray will be back soon and implement that in the next release…
  7. I downloaded via CKAN and did not change any config files…
  8. Does anyone know if the wird behavior of the RealChute stack chutes case's nodes is a bug in RO or in RC? There always is a gap between the case and the part that it gets attached to first.
  9. as far as I recall it you always have to add the engine first and then add the interstage fairing adapter to the engine…
  10. I made a pull request on Github 9 days ago for that and for preserving some of the toolbar icons. Does anyone know why I have "Memory saved: 0" in my logs?
  11. In my logs I have ActiveTextureManagement: Memory Saved : 0B ActiveTextureManagement: Memory Saved : 0kB ActiveTextureManagement: Memory Saved : 0MB I have several mods installed. I'm running the x86 aggressive on OSX
  12. Thanks for the update! If not known: It's not on CKAN yet *duckingaway*
  13. https://www.dropbox.com/s/hzu724gx8t8jc5b/20150128-Player.log?dl=0
  14. As I said earlier: I don't know why you would need to go into the above node to go back into the node you already are. That`s why I would replace #$../MODULE[ModuleFuelTanks]/temp$ with #$temp$ That's just the way it works in this example: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-2-3-5-%28Sept-14%29-Loading-Speed-Fix?p=1416253&viewfull=1#post1416253 (from https://github.com/sarbian/ModuleManager/wiki/Module%20Manager%20Syntax) to be safe you could also use %temp = 0 when you first define it.
  15. I'm sorry to bump this but I think I wasn't clear on my problem. I know that they should be there but after loading a saved ship I have two of each there. As in: Temperature: XX Ambient: XX Temperature: XX Ambient: XX
  16. I know that they should be there but after loading a saved ship I have two of them there. As in: Temperature: XX Ambient: XX Temperature: XX Ambient: XX I'll go and keep bugging in the Deadly Reentry thread then.
  17. No, they're not exploding. Just the doubled right-click infos. I'm using the Beta.
  18. I don't know if this is issue belongs to FAR, Procedural Fairings or DeadlyReentry so please tell me if I should ask it in another thread. When I load a previously saved ship and start it, my procedural fairings have two info fields for "Temperature" and "Ambient" on right-click. I also have the feeling that those fairings heat up faster.
  19. I don't know if this is issue belongs to FAR, Procedural Fairings or DeadlyReentry so please tell me if I should ask it in another thread. When I load a previously saved ship and start it, my procedural fairings have two info fields for "Temperature" and "Ambient" on right-click. I also have the feeling that those fairings heat up faster.
  20. I don't know if this is issue belongs to FAR, Procedural Fairings or DeadlyReentry so please tell me if I should ask it in another thread. When I load a previously saved ship and start it, my procedural fairings have two info fields for "Temperature" and "Ambient" on right-click. I also have the feeling that those fairings heat up faster.
  21. I think this plugin is missing a smart way to deal with crashes. I'm constantly getting freezes and crashes and when that happens during a simulation the ship sits on the launchpad the next time I launch without a hint about a simulation happening. When I crash / recover the game is then reset to the time before the simulation. It might be confusing later when there are several ships (also in orbit)…
  22. That might be correct. Shouldn't the position be marked on the biome map? There is a small x but it's in the middle of the ocean…
  23. Although KSP might be more CPU-heavy than other games it should be noted that it's memory management seems to be terrible and the lack of working 64bit versions (only Linux is stable, Windows seems to be horrible, OS X is nonexistent) doesn't make it better. I hope for a feature-less update which makes it a stable and performant game but I guess that won't happen ever.
  24. never mind: I just tried Brackets and I'm now using their C# preset. Works great.
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