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V8jester

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Everything posted by V8jester

  1. I actually just noticed something similar last night. Now I am not asking for support just yet as I have over 100 mods currently. But something I did notice is this only happened to me (once so far) on a probe not a manned ship. I was able to teleport several manned vessels to Duna with no issues. But the very first time I tried a probe. It locked everything up like it had no power (it was fully charged on the resource screen) I will dig a little deeper before I start pointing any fingers. I just wanted to add my 2 cents worth - So far it looks like an issue with Probe cores / procedural probe cores. Thanks @Ezriilc for all your help around here!
  2. I can also confirm it is working for me as well. Are you doing a fresh install using 1.7.13?
  3. Hey @blowfish would you be willing to add an attachment node to the shielded docking port in a future release? I really like using them, but when building a mother ship docked to a lander in the SPH. I must build them either in two seperate ships, or simply clip a squad docking port inside the shielded one. Thank you sir for all you do around here.
  4. Hey guys. Just got a 1.2.2 install to the point where I was about to do a video. But.... There is a watermark in the upper right hand corner of the screen "Active Kerbals 0" Anybody know how to get rid of it? Edit Just finished the video I was working on. Just left that watermark this time around
  5. @Ziw thank you for your seemingly unending patients with all things IR. We really appreciate you man!
  6. I was just able to get Blizzy's working by changing the config.xml file as mentioned a page or two back. So change the line <bool name="useBlizzyToolbar">0</bool> To this <bool name="useBlizzyToolbar">1</bool>
  7. Hey Ziw, When you say part drift. Are you referring to the parts physically drifting appart and misaligning? Or the part presets moving after a time warp? I thought the physical drift was handled in 2.0.8
  8. The OP has a MM cfg file under My Custom .cfg's And Suggested Mod Links. If you use that cfg it will add another smaller version of the clamp O tron Jr with increase range and force, to make docking much easier. You also must remember to attach the drogue to the winch on the tanker in "undocked" mode or else it will make you crash both planes for sure upon docking.
  9. For landing / hovering a VTOL. I have yet to see any other mod do it as easily or as effortlessly as @Diazo has done. I believe you can change key bindings in the cfg file if you so desire.
  10. @Ziw 2.0.8 looks great! Working smooth as silk so far. The only "issue" I have managed to find is with RKE Kanadarm parts. These are obviously old / obsolete. But while they work just fine. After a time warp the home / preset settings get barfed. Also any time you attempt to move any RKE / IR part after a warp, it will instantly move to a position about 90 degrees off where it started. Bouncing your contraptions around nearly snapping things. But after all the drama. Everything works fine until you time warp again and the whole thing starts again. I was wondering if you know of anyone that could help me blender rip and rebuild the RKE parts (I do understand though that this is totally a non issue as it doesn't relate to the current IR parts) So besides all that, I give 2.0.8 a clean bill of health edit I may have found the issue in the RKE cfg's - stand by Upon further inspection all IR parts seem to have this same behavior. Especially if you warp wile an arm is still moving. It totally borks the presets for some strange reason. Also the setup GUI in the SPH / VAB you can click through multiple areas like the preset setup window The add group section And the move part up/down buttons
  11. Lets try and keep the thread on topic. If you have more question on other mods feel free to either drop me a PM or go that respective mods thread.
  12. It works fine. It will launch into the air if you fly away from it beyond physics distance (like 5km I think) then fly back to it. The way around that is Air Park
  13. They don't default to AG (G) you just need to assign them in the SPH to the proper Action Group and you are good to go.
  14. I think it would be easier honestly to try and adjust the length of the Cat by scaling it up slightly in the CFG scale = 1.0, 1.0, 1.0
  15. Well. Something that is really a requirement is FS Hanger Extender. Makes the hunger bigger / or invisible. Here is the most recent version available which works great with 1.2.1 FS Hanger Extender And as far as building. I use a probe core as a root part. Attach the superstructure to the top of the core. Then attach the hull to the bottom of the superstructure. With 1.2.1 autostrut feature you can autostrut everything together using the Advanced Tweakables Button Mod
  16. Great job man! Really look forward to seeing how this continues to develop. And I was curious. Where is the carrier in your screenshot from?
  17. The "All moving" control surfaces appear to be working correctly. Out of sheer curiosity. What is different between the wing control surface and the all moving surfaces, as far as setup?
  18. Unfortunatly there are only two mods in existence and one of them was a Dev only mod pack that was only out for about a week for 1.1.3 or the pack linked above.
  19. Correct. Install everything else with 1.0.5 specific versions.
  20. Just dropped it in, and used all 1.0.5 specific dependencies like Firespitter.
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