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Bob Jub

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Posts posted by Bob Jub

  1. 31 minutes ago, IgorZ said:

    In the KIS settings file enable debug mode, then in flight you'll be able to spawn any part from the inventory. This is more safer way to restore lost stuff.

    
    itemDebug = true

     

    Thank you, I will enable this debug feature, return the drill, and then try reloading after disabling it again. I will report back with an edit to this post.

     

    EDIT- Alright that worked, thank you!

  2. 23 hours ago, Steven Typles said:

    Unfortunately... this breaks my all-time favorite mod: Kerbal Space Ponies. It seems MKS only recruits Kerbonauts with "Kerman" names.

    Sorry @RoverDude… You make the best mods... but I'll have to delete MKS to get my ponies back. No doubt. -_-

     

    Edit: I actually just found a solution :lol: MKS only recruits the "Kerman"-applicants, and leaves the pony-applicants in recruit center. Editing the save file from "type=applicant" to "type=crew" fixes my problem. Welcome back MKS :lol:

      You would be willing to give up a deep suite of mods that adds endless gameplay opportunities for a silly cosmetic mod because the former changes names of the kerbals? I'm sorry but- https://i.imgur.com/LEc5z.jpg

  3. 3 hours ago, RoverDude said:

    NDA, sorry

    Yeah well- If you're NOT on the team, they better be compensating you.  Because as soon as I read about the planetary colony system, I knew right away that it is what you intended the MKS system to be.

  4. Hello! I love SSTU and have been using it for a long time, I've been using the latest version with 1.6.1 with no problems really. Though I ran into a small anomaly; the thrust curves for SRBs don't seem to be working.

     

      I clicked on "edit curves" in the SRB's menu. And then selected "load preset" and then selected a curve profile. In testing, the SRB's thrust remained constant as well as fuel flow.  Is there something I neglected to do to activate this feature, or is this a problem introduced with the new patch? I'm not sure, but possibly this is related to issue #745 on github.

  5. Question: I noticed that parts that get used more often can be built faster. This doesn't apply to entire sub-assemblies does it? I mean, I would figure that the parts that are getting used in the sub-assemblies get built faster; but what I was hoping was: KCT would encourage using a limited number of LVs instead of building new rockets from the ground up every time. I like the idea of encouragement for re-using the same rocket designs over and over.

  6. KAC sort of works with 1.4.1, it works well enough that I can set a node so I can get a warning when a vessel approaches it; that's good enough for me- And I'm even getting by without transfer window planner by doing transfers the hard way by going to the interactive transfer website and using the numbers I get from that to make my transfers. @TriggerAu I love your mods and appreciate the work you do, glad to see you're still around!

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