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Rocketry Enthusiast
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pacbard changed their profile photo
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Have you tried this patch? On another issue, does anyone have problems loading the antenna configs with the latest module manager (v 2.6.20)? It looks like I have to remove the :NEEDS[!RemoteTech] and change the /= 1.414213 in the commDish section to *= 0.7071068 Does anyone have any idea on why this might be happening?
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[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
pacbard replied to SkyRex94's topic in KSP1 Mod Releases
[quote name='marchingknight11']Are there any plans to add this mod to CKAN? Would make it much easier to keep up to date.[/QUOTE] I've opened a pull request to add SKY to CKAN. It should become available soon-ish. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
pacbard replied to Claw's topic in KSP1 Mod Releases
An update is waiting to be merged. Long story short, when Stock Plus was rolled into the main mod, the zip file used to distribute the mod was renamed. CKAN was not aware of it and could not update to the latest version. To make things more complicated, the mod was set to work for any 1.0 release, so the old version was automatically added to the 1.0.5 list. The new version (1.0.5a) should be available as a new mod pretty soon. -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
pacbard replied to blizzy78's topic in KSP1 Mod Releases
Thank you for including orbit inclination info and an intuitive way to change it. It makes planning rendezvous so much easier. Do you have any plans to implement a way to hide the precise node windows when not needed? Maybe the 1.1 interface overhaul will include it. -
Hype Train 1.0.5: The Local Train Route
pacbard replied to Whirligig Girl's topic in KSP1 Discussion
Wait, are we getting an aerospike engine? I completely missed it when it was posted. -
It was fun! I definitely over-engineered the spaceship. Here are the pictures:
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
pacbard replied to Porkjet's topic in KSP1 Mod Releases
If you download near future propulsion, you will find a patch to convert these engines to liquid hydrogen. It's in the extra directory. If you use CKAN, you will find the mod as an extra for NFP. -
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
pacbard replied to ev0's topic in KSP1 Mod Releases
Well, it looks like your pull request is being held back because of the proposed change to the netkan file. I fixed it up for you. This is the new pull request. -
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
pacbard replied to ev0's topic in KSP1 Mod Releases
The best way to contact the CKAN admins is through the IRC chat on the #ckan channel or on their forum thread. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
pacbard replied to Orionkermin's topic in KSP1 Mod Releases
If it helps, this is what I have in my log: [LOG 10:26:52.975] Reference Frame: Rotating [LOG 10:26:52.976] Cannot find InternalPart 'Soy2_RPM' [EXC 10:26:52.977] ArgumentException: The thing you want to instantiate is null. UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message) UnityEngine.Object.Instantiate (UnityEngine.Object original) Part.AddInternalPart (.ConfigNode node) Part.CreateInternalModel () Part.SpawnCrew () Vessel.SpawnCrew () Vessel.MakeActive () FlightGlobals.setActiveVessel (.Vessel v, Boolean force) FlightGlobals.SetActiveVessel (.Vessel v) ShipConstruction.AssembleForLaunch (.ShipConstruct ship, System.String landedAt, System.String flagURL, .Game sceneState, .VesselCrewManifest crewManifest) FlightDriver.Start () -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
pacbard replied to Orionkermin's topic in KSP1 Mod Releases
Orionkermin, have you fixed the SoyJuice retro rockets yet? If not, this fixes them for me: MODULE { name = ModuleEngines [B] engineID = LES[/B] [B] powerEffectName = running_closed[/B] [B] thrustVectorTransformName = thrustTransform[/B] throttleLocked = True exhaustDamage = False allowShutdown = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 50 heatProduction = 550 fxOffset = 0, 0, 0.25 PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 100 key = 1 100 } } RESOURCE { name = SolidFuel amount = 20 maxAmount = 20 } FYI, I also increased the fxOffset to 0.25. I don't know if it make any difference.