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Tarheel1999

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Everything posted by Tarheel1999

  1. Yes. Only use mods updated for 1.2 or wait for all your mods to update before playing 1.2.
  2. Uninstall Ven's revamp if you are using it. It's not updated and is causing hangs on startup. I would also strongly advise uninstalling any other mod that has not been updated to 1.2.
  3. @KoolBreeze420 Or AVC. Truth be told neither are going to be much use for major KSP updates. Too much breaks. For point releases and general mod updates AVC is pretty good.
  4. I have the same problem and agree it likely has to do with too many parts. Spacey and multiple USI mods are enough to cause the flicker.
  5. Remove Ven's revamp and try again. There are multiple reports in that thread of it causing hangs on startup. Also I would strongly advise against just continuing on in 1.2 with your old mods. It's only going to lead to heartache. Start fresh.
  6. Maybe. I know some other mods were having some trouble with struts so something more may be necessary. However, the new autostrut ability reduces the need for Quantum struts.
  7. Welcome to the forums, please do the modders which maintain these awesome mods and the other players which frequent these forums the courtesy of reading a couple of pages before posting. If you had, you would have seen that a rough recompile was made available during the pre-release and that a full release is coming in the future.
  8. It may as simple as adding that part module to the part with a MM patch. That said adding that module may have unintended consequences. The only way to know is try it and see what works and what doesn't.
  9. I'm not sure if that is correct. I think nightingale found a bug while working on Contract Configurator that required a change to the toolbar wrapper. I think toolbar still needs to be updated for 1.2 though.
  10. 1.1.1,1.1.2,1.1.3 != 1.2. 1.2 was a major update not a point release. Do not expect any mods to just work in 1.2.
  11. It hasn't been updated for 1.2. I would not expect it work until it is updated.
  12. Why would his answer be any different to this question? The legs currently come in one size. If that doesn't work for you that's okay. Install infernal robotics once it updates and build your own legs. Or use girders and add wheels. Lots of options in this game if one particular part doesn't scratch your fancy.
  13. Sadly, the arrows do not work properly. This was raised during pre-release but there were no simple, obvious solution. I don't know why the diagram was messed up though. Maybe try using the engine to check for fuel request.
  14. I'm sorry I don't know what you are asking. Part Modules can be added on a per part basis by using Module Manager (preferred) or by directly adding the Part Module to the part's cfg file (not recommended). You cannot add modules to a specific instance of a part.
  15. Why would that need to be? Can't you just MM that module into any docking part you want? Also I'm pretty sure if you look through the last couple of pages you will find a MM patch doing just that.
  16. Yes. @linuxgurugamer you are a machine. I know your are maintaining a lot of your own mods and pinch hitting for a bunch of others, but I have a small request. The creator of this mod had a EVA mod which gave you more control over the Kerbal. Some of the mod has become stock but some things haven't like setting jet pack thrust level, precision mod with cap locks key, key binds for pitch up and down, etc. Very useful for orbital construction and on Minmus. If you could take a look when you get a chance I would appreciate it.
  17. That was a recompile, not an update. It was offered for testing with the understanding that somethings wouldn't work properly,e.g., some delta-v calculations due to the new fuel flow rules.
  18. The creator hasn't logged into the forums since May 6 when he last updated his mods. I doubt there is any WIP.
  19. Since you want to be snippy, how about you engage the magnet at 0 and then slowly ramp it up. Like RoverDude did in his stream. Or build a more stable and/or heavier crane.
  20. The problem there seems to be a combination of craft design and too strong magnet. That kind of went exactly as I would have expected. Those girders are pretty light. A similar design might work if you made a H instead of a U.
  21. I'm pretty sure he understood the request. Your request is just more complicated than you think.
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