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Kill3rCat

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    Bottle Rocketeer

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  1. Having a problem completing a contract which includes the ChemCam. I did everything required and recovered the vessel but the contract didn't complete, so I went all the way back with a fresh vessel and tried transmitting instead. Didn't complete either. I am running a lot of mods which could potentially brake something, I suppose, but wanted to ask here in case I am doing something wrong.
  2. Not sure what's going on, but my game often crashes during loading, either reverting to launch / VAB, or loading to space centre after completing a flight. Not always, though, and it never seems to crash on the first load. Specs: GTX 1080 Ti 32 GB DDR4 i7 6700k @ 4.0 GHz Log: https://puu.sh/HKzZy/2ddcee1d0b.log Modlist:
  3. Bioluminescence, eh? Still wish there were an option for it; it looks less like bioluminescence and more like ice to me lol
  4. Things look a bit iffy on my side, not sure why. Using the latest KSP, got the mod (and its dependencies) from CKAN. Main issues are that Laythe's clouds appear on the dark side (it looks very off) and that the terminators don't have a colour gradient. My mods (as previously mentioned, installed through CKAN) are as follows:
  5. Huh, you're right. I don't even remember installing that mod, but, yes, there it is. Will this be fixed in the next patch?
  6. Been encountering some odd issues with the K&K Workshop. Strange KPBS-shaped spectres appear near the craft. They seem to cause the skybox to be rendered, first, in front of everything else. I hyper-edited the craft into space to check, and yes, the spectres follow the craft. For some reason, this issue only appears outside of the VAB/SPH. See for yourself: No idea what might be causing this issue. Could be a Scatterer/EVE thing. Issue occurs only with this part, afaik. Can post specs and modlist if requested.
  7. No, not really. Trigger delay is the time you hold down the fire button before anything happens. This means the weapon still has to be attached to your vessel. I requested this feature for uses such as custom cluster-bombs (i.e., detach the stage from vessel, 10 seconds later bombs attached to it are decoupled and armed. Or, perhaps, a sort of MLRS system where JDAMs attached to rails/I-beams w/ seperatrons can be fired up (from a ground-based site) to a decent altitude, then released.
  8. Ah, by the way... Would it be too much of a hassle to code in a 'bomb decouple delay'? I.e., in addition to the decouple speed and drop time, a setting which makes the bomb release x seconds after you press the relevant action group. There are certain situations where it'd come on handy. I don't think it'd be a big pain to code in, but then again I am not sure.
  9. Sure thing. Gimme a sec. ---------------------------------------- 5 min later: Ok, odd. I just installed a mod (StripSymmetry), and at the same time deleted a few old redundant ones I no longer use. Upon restarting the game, the part attaches fine. I know not if it was the restart (unlikely) or some issue with a removed mod (more probable, but still?) which fixed it. Thanks for your time, anyhow.
  10. http://puu.sh/nahCb/dd82688c37.jpg There you go. For some reason, it lights up green, but I am spamming LMB to no effect (I hear the 'snap' sound, but doesn't connect). Had this ages ago with some other mod, don't remember what.
  11. Yah, tried that. It wasn't a rotation issue. Can provide screenshots, if you'd like.
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