Jump to content

TThor

Members
  • Posts

    15
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Rocketeer
  1. I'm having a bug with the HERP Pod. First, the kerbal in the HERP pod is displayed in the IVA window for *all* local vessels, regardless of being attached or not. Second, the IVA of the HERP Pod likes to display from the perspective of whatever other point the vessel is being controlled from (for example, right now the HERP Pod IVA is looking from the perspective of my docking port rather than the HERP Pod itself).
  2. I just came to the same conclusion after some more digging. is the Dev version stable and everything, or should I just stick with the regular version and wait for an eventual update? EDIT: figured it out again, it looks like the Dev is mostly stable, so i think I will give it a try
  3. I'm having an issue getting ScanSat to work with the ORSX mods, specifically Karbonite and MKS, Scansat in it's settings isn't finding these resource packs. I'm trying to troubleshoot it but can't figure out what is wrong, did I put some gamedata in the wrong folder or something? All of my mods are up to date as of December 26th EDIT: figured out the issue, the USI mods switched over from ORSX to Regolith which isn't currently supported by ScanSat
  4. I was just wondering this same thing. Also, can custom categories be easily modded?
  5. I recently started using Ubuntu and 64bit KSP. I am getting a bug where some textures, primarily buttons in KSC, will randomly become blurry while playing. It is always the same textures that eventually become blurry, and the problem temporarily goes away when restarting KSP. If it makes any difference, I am using an AMD graphics card, and am using the default open source driver, as attempting to use the proprietary drivers available in Settings- Software & Updates causes KSP to freeze whenever I rotate the camera. I have also recently found the problem affects the Scansat mod, too, which makes this bug too annoying to ignore. Please help
  6. I had that same bug with a previous version of Realchutes, where the stock parachutess had this problem. The only fix I had was not using stock chutes
  7. I just started using the .90 realchutes, and in my mission I found that Jeb, a pilot, was able to repack the MK16 parachute, despite not being an engineer? Will this be fixed in an upcoming update? Edit: I see from an earlier post this is already being looked into. Have an excellent cruise!
  8. I used FinePrint back in .25, but see now it has been largely integrated into .90. Is Fineprint still worth using, does it add much above what was integrated in .90?
  9. I would just like to take time to say, you are awesome, your mod is awesome, keep up the great work!
  10. According to this comment, Kerbals don't start using resources until you get within 2.5km of them, once you get that close and they load, the kerbal then has 2 hours until they suffocate
  11. TAC Life Support I certainly would not recommend to any newer / lower skill players, but for players who have played a lot of KSP and mastered interceptions, docking etc, I think TAC Life Support adds a *lot* to the game mechanics that is sorely needed. For example, orbital bases and landed bases especially, they are extremely easy to the point of boring/abusable, because with the giant base contract combined with the many subsequent 'collect science' 'plant flag' contracts to come, bases are incredibly valuable without providing any serious difficulty (in fact, standard landers are typically much more difficult, because they tend to require engineering for a return trip, while bases tend to be just left in place). Not only does TAC Life Support add the difficult to justify the massive value, but it also gives much more reason to create bigger, more complex bases with actual functions, as the bases now either need to receive food from KSC, or they need to be self-sufficient to produce their own food (ala Kolonization mod). Mods like TAC Life Support and RemoteTech2, both of which make the game significantly harder, also led to some of my proudest most creative missions I have ever made, that is why I love these mods. To quote one of the KSP devs, as he learned from an influential music teacher, "Restriction is where creativity is born. Give yourself endless freedom, and you won't know what to do with it. Set yourself up with constraints, and you'll see where creativity really comes from."
  12. I noticed this mod hasn't been updated in a while? Is that because it simply doesn't need an update yet, or is this mod abandoned? I would be sad if it potentially stops working with .90 and beyond
  13. I absolutely love this pod, I get the feeling it will be my main pod for a lot of missions. Two quick questions: First, I assume most of buttons in IVA don't do anything, right? (although I do really like the buttons that do do stuff, like the reserve lock, stage lock, lights etc. Second, how do I exit the craft in IVA? my kerbals just landed home and I wanted to exit and survey the landing site before returning to KSC, only to find I can't find the button to exit; I then started thinking maybe it has some safety lock that needs to be deactivated first and started pressing some other buttons, but still, Edit: I found the little dial to turn to get out, ignore the IVA exiting question. I really like this mod
×
×
  • Create New...