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About me
Curious George
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[WIP] Infernal Robotics - Next
GrimDarknight replied to Rudolf Meier's topic in KSP1 Mod Development
Any plans to stick this on CKAN? -
[1.2.2] StationKeeping - Precise Synchronous Orbits
GrimDarknight replied to HenryBlatbugIII's topic in KSP1 Mod Releases
Any chance of getting the update on CKAN? -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
GrimDarknight replied to Booots's topic in KSP1 Mod Development
So this is still not showing for 1.1.3 at all on CKAN. -
[1.9-1.10] Throttle Controlled Avionics
GrimDarknight replied to allista's topic in KSP1 Mod Releases
I am having an issue using the Extendable Nuclear Engines from the Orbital utility mod with TCA's Level mode. The engines have the ability to reverse thrust without changing vessel direction. Problem is when I enable TCA's Level program it points the thrust into the ground, if I reverse the thrust TCA flips the vessel over and tries to smash into the ground again. Is there a way to get this working properly with engines of this type? -
+ [Part] [1.6] Davon supply mod v025
GrimDarknight replied to PrivateFlip's topic in KSP1 Mod Releases
I think my problem was trying to test it in Sandbox. -
+ [Part] [1.6] Davon supply mod v025
GrimDarknight replied to PrivateFlip's topic in KSP1 Mod Releases
@PrivateFlip Is there a way to make a part that reads the existing resources on a ship it is connected to and have it use your supply functions? Also I have made a few parts to use as mini supply modules with 2-4 resources each but I can't get them to supply activate. Do they need to have extend and retract animations to work? -
[1.4.1] Mkerb Inc. Science Instruments
GrimDarknight replied to ManuxKerb's topic in KSP1 Mod Releases
For this mod I usually go into the config and change the science cap for the experiments. Also It seems to break science in my game. I have 118 mods installed (was 119), went through deleting each one until I got to Mkerb. A few hours of testing later and it is confirmed. With nothing but Mkerb installed I am unable to do science. -
GrimDarknight changed their profile photo
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
GrimDarknight replied to SpaceTiger's topic in KSP1 Mod Releases
Still not working with DMagic. Is the transfer & reset supposed to be automatic as long as I have a scientist onboard? If that is the case that is also not working. There are 2 options for the command module so you have to guess which is correct. The state does not persist between launches. -
Correct installation of Parttools 1.1
GrimDarknight replied to spacetackle's topic in KSP1 Mod Development
How do I go about using the 1.1 version of part tools? I have my mesh and everything seems to be installed correctly. So how do I get my mesh into KSP properly? When I try to open up the part tool menu or add the part tool component it freezes unity with a nullref. Here is my project file hierarchy: https://docs.google.com/drawings/d/1gTMo2eemmfkJ0SnNs4JSO7BCIg5J2pWWm_eMMLmhsts/edit?usp=sharing -
[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
GrimDarknight replied to Qberticus's topic in KSP1 Mod Releases
The CKAN issue is that the mod is not on Kerbstuff. The provided link is broken. -
Is there any way to make patches for this so we can have upgrades for parts from other mods? Things like upgrading harvest speed for drills, power use, resource conversion speeds, etc.
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For this mod it would probably better to have it look at the "Lost kerbals" stat for kerbal accidents instead of logging it if any die at any point. As users pointed out above any simulations where Kerbals die counts against you and you have to go erase it from the savefile.
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[Airships in 1.12.3] HooliganLabs Mods
GrimDarknight replied to JewelShisen's topic in KSP1 Mod Releases
Squid and a few other addons are not working in 64b Linux. 1) Does anyone know why this may be? 2) Can anyone help me get them working? The most important ones I want to get back to full functionality are Squid and Science Alert. Note: The parts show up but there is no functionality.