

yannickm
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Bottle Rocketeer
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
yannickm replied to ferram4's topic in KSP1 Mod Releases
I've tried the latest in github, and that seems to have mostly fixed the release dock bug (although with one slight bug where the vessel isn't pushed away on release). There however seem to be a more serious problem where after returning to the station, my vessel was completely unable to dock with any of the docking ports of the station- 2,647 replies
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[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
yannickm replied to ferram4's topic in KSP1 Mod Releases
FYI looks like this module conflicts with Hangar (http://forum.kerbalspaceprogram.com/threads/88933-0-90-0-Hangar-v2-0-2-2/page41) - (vehicles are launched far away from hangar and it doesn't automatically switch to the vehicle) Taking into account the other issue reported earlier with custom asteroid, it looks like BB might be causing issues with any mod that does "spawning" of items (so I haven't tried but i wouldn't be surprised if extra-planetary launchpads would break too -
Hi, Looks like better buoyancy (http://forum.kerbalspaceprogram.com/threads/105094-0-90-Better-Buoyancy-v1-0-Simple-Water-Fixes-12-27-14) conflicts with hangar (vessels are launched far from hangar and it doesn't switch to the launched vehicle)
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
yannickm replied to DasPenguin85's topic in KSP1 Mod Releases
Ah! I see the problem, I'm using CKan and those doesn't seem to be included -
No, that's not the problem. They don't move out of the hangar, they literally spawn quite some distance away (if i turn on push vessel out then they slowly move from that point)
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I've got a problem with a simple ship with an inline hangar and some small probes within: When i launch a vessel, they spawn outside the hangar. Any idea what could be causing this ?
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
yannickm replied to DasPenguin85's topic in KSP1 Mod Releases
I'm a bit confused about the remote tech 2 support ? I've created a simple box sat with the command module (the one with face). The satellite seems to be controllable anywhere, i even teleported it near the sun to test it out and it was still working fine (without any connection back kerbin), so RT2 doesn't seem to be applying for it ? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
yannickm replied to stupid_chris's topic in KSP1 Mod Releases
Thanks Chris, glad to know I'll now feel less guilty using them -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
yannickm replied to stupid_chris's topic in KSP1 Mod Releases
By the way, why are the chutes costs set to 0 (at least the radial one, didn't check the others) ? I always feel like I'm cheating when I add those to my ship -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
yannickm replied to ethernet's topic in KSP1 Mod Releases
A problem with contracts: I've just done plant growth twice, once while orbiting kerbin, and another while orbiting mun I've got two contracts, one for kerbin and another for mun. The mun one contract was finalized, but the kerbin one doesn't has the mark around 'Complete in orbit around kerbin' I even tried resetting and redoing it (this time at alt of 260000) but it still doesn't work Any idea what's the problem ? -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
yannickm replied to DuoDex's topic in KSP1 Mod Releases
BTW this addon seems to break "station science" mod, where rather than having an option 'finalize results' only a 'deploy' menu option appears (which does nothing) -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
yannickm replied to ethernet's topic in KSP1 Mod Releases
BTW looks like the mod "crowd sourced science" (new 0.90 one) breaks this addon (rather than getting finalize results it just says 'deploy' which does nothing