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robson1000

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Everything posted by robson1000

  1. Look's like "TweakableSAS" is not working. With sas autopilot set to 3 in VAB. When ship is launched, sas level is the same as in part cfg. KSP.log: https://www.dropbox.com/s/bulyeqw0zla9hni/KSP.log?dl=0 output_log.txt: https://www.dropbox.com/s/3pwa2buedsqicy4/output_log.txt?dl=0
  2. With "Electric Light " installed, when last kerbal is leaving cockpit lights don't turn off. Module name "ModuleAnimateGenericConsumer".
  3. Use this link: https://github.com/raidernick/BDAnimationModules/releases/tag/v0.6.5.4
  4. Small bug in localization file. #PN_PlusOrb =- +Orb correct is: #PN_PlusOrb = +Orb
  5. Look's like there are missing localization texts:
  6. I don't know about a pilot, but I remember that engineering was always my problem. Add probe core, and landing legs to the ship. Put tourists in all seats, and save. When I was loading my ship, engineering was always on the first seat.
  7. Steps are very simple: Mk1-2 Command Pod, and 3 kerbals, seat1 with E-SD80 Electric Screwdriver, launch, go EVA with kerbal on seat1, equip screwdriver, and return to pod, EVA this kerbal again, and screwdriver is not auto equipped. I tested this with no other mods installed. Game version 1.3.1.
  8. Look's like "persist equipped state in EVA inventories" is broken in actual version. It was working in version 1.7.
  9. Playing from 1.2.0 (now 1.3.1) on my save I never seen Contract with class"A" asteroid for other celestial body then Kerbin. Is this stock bug, can somebody test this on stock game. My installed mods not changing contracts.
  10. In file "VenStockRevamp/Part Bin/Data/Command.cfg", " PPD-20 Jumbo Kerbal Can" is declared on the beginning and on the end.
  11. Ok, thanks it's working. I found more parts: "PPD-20 Jumbo Kerbal Can" "IKU-01 Kerbal Safety Bubble" "IKU-02 Kerbal Safety Bubble" "IKU-03 Kerbal Safety Bubble". Look's like lights already working on those parts.
  12. Can you make this mod working with extra parts from Stock Part Revamp? Parts like "MK2 'VA' Command Pod", or "PPD-2 KerbCan".
  13. It looks like, this is a bug. In flight press F2, then Esc, press Esc ones more, now ker window is hidden, and showing only if I press F2. Alternate Resource Panel has that same problem. Tested on 1.3.
  14. On orbit around the sun, with KER installed, button "Add KER Burn Time" by default is set to "No Burn Margin". On orbit around planet or moon this button is set to "Half Burn". Tested with KER, KAC and Module Manager. KSP.log output_log.txt
  15. Ok, I understand now. Is there any way to disable this, or set by default like in stock?
  16. Yes, deploying bumper is bringing back attach node, but if I launch ship builded in that way docking ports doesn't want to dock. Tested with only StockPartRevamp, modulemanager and this mod. I replace old logs with new one, use preview links. Simple craft quicksave
  17. KER has a problem with LV-T15 from Stock Part Revamp: KSP.log output_log
  18. Bug with kerbal inventory window showing kerbal class: Create simple ship like on the picture with pilot, engineer and scientist. Launch. Move two kerbals to external command seats. Quick save and quick load. Now kerbals in external command seats have in inventory window info that they have that same class as kerbal in capsule.
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