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riskyjubles

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Posts posted by riskyjubles

  1. I've been using the 1.1.3 compile for a bit, but it's been messing up my ability to use struts for some strange reason. I place the strut. and everything on the ship becomes unselectable and I can't even Ctrl-Z the struts off. Reloading a saved ship makes it so I can select the struts, but as soon as I click once it happens again.

    I suspect it's related to another issue I noticed where instead of hiding/revealing the hanger, the button on the toolbar just made the lighting around whatever I was building brighter.

    I'm using a lot of mods atm, so weird conflicts are very possible, but as soon as I disabled this one everything seemed better.

    Has anyone else encountered similar issues?

  2. On 9/22/2016 at 11:26 PM, RealGecko said:

    I don't use boats, we're in space program :D

    However adopting BonVoyage for boats won't be really hard I presume. I'll think about it.

    And about planes it is not that simple. Currently if you switch to BonVoyage controlled rover it stands still on the ground and it's not controllable, if you go away it'll continue it's voyage. But if you switch to "flying" plane, it'll fall :D

    Space always comes first. Kerbals prefer rockets over wings for a reason. :D

    That said, I'm more of a building type player than explorer, and I'm chomping at the bit to build an underwater base on Laythe or Eve and having a boat to ferry supplies would make it much less of a headache to set up and keep running. Not to mention, I can make my Kerbin launch stage recovery operation even more efficient!!!

    I figured planes were unrealistic, but I thought I'd ask about it as I've never seen any mod attempt something like that.

    Thanks for considering my requests and keep up the great work. These kind of mods really add a new dimension to the game!!!

  3. I never got a chance to use this mod before the link died. Did it work like AutoRove? (which is great btw)

    With Fengist's return, I'm wondering if this mod's development will pick up again. I love the ideas behind it and I really hope it does. I need the background movement to make my launch stage recovery operation viable :). Thanks a bunch.

  4. Let me just say I'm super happy to see something like this in the works. I was excited to see a civilian pop revival for 64-bit, but seeing this new version with the features I had hoped for has me over the moon (Pol)! I haven't been able to give it a try yet (I'm still on 1.1.2 and the spawn bug is an issue), but I can't help imagining all the fun I can have with this, Galactic Neighborhoods, Deepfreeze, kOS, and MORE.

    Keep up the good work, and thanks again.

  5. 3 hours ago, Tralfagar said:

    @rabidninjawombat thank you very much for all your work.  The above was addressed to @GGumby but I would be very interested in your notes for implementing additional Kerbal roles you mentioned in the previous Civilian Population mod thread.

    Were you planning on extending the current roles for either crew or tourists or were you planning on keeping the Civilian Population as a resource and manipulating it by using parts (i.e. a payroll part would give a bonus to rent paid when filed with Civilian Population resource)?

    I admit that the idea of using actual Kerbals to colonize is very appealing to me. Just imagine micromanaging all the colonists with something like Kerbalism or DeepFreeze, but I'm happy just having sustainable colonies.

  6. On 5/10/2015 at 4:43 PM, Keymaster89 said:

    I have a serious issues with this mod... i don't know why but when i launch my last rocket, around at 4500-5000m the plugin turn off, and i can't do anything to turn it back on...

    I tried to make it a manned rocket, but the issue keep happen.

    i checked the flight report, the rocket is still in one piece, but at 5000m in flight out of the launchpad, no matter what, the plugin turn off and become unresponsive...

    The only thing that is different from my previous rockets are the presence of the "twin boars" boosters...

    I'm having this same issue, has anyone been able to identify the problem or a workaround?

    Edit: I did some troubleshooting and I think I found the problem. Seems to be some kind of UI conflict between this mod and http://forum.kerbalspaceprogram.com/index.php?/topic/107774-105-critical-temperature-gauge/, which I installed recently, that makes the FMRS window vanish after the ship reaches a hot enough temperature. I think FMRS was still running (the button stayed green/white) but without the window I couldn't use any of the mod's functions. Figuring out why they are conflicting is beyond my abilities, but I'm happy enough with FMRS working like it should after I uninstalled the other mod.

  7. There is often nothing better than an older game that has modding potential. Give any community a decade to work with a game they love and you can expect some impressive additions. I've recently started playing Warhammer 40k Dawn of War 1 with the Ultimate Apocalypse mod (new races, tons of new units for all factions, titans, etc.) and Neverwinter Nights 1&2 with ton of additional races, classes and other options from dnd 3.5 that weren't included in the original games. Those last two also have a fair number of high quality community made campaigns that can keep you busy for 100s of hours.

     

  8. On 2/21/2016 at 1:48 PM, eberkain said:

    56ca220a1d05f7.20248215.png

    Solar Wind Spectromoter says that it cannot be performed in an atmosphere.    It comes from the surface experiment pack. 

    I'm having this same issue. It's not just the Solar Wind Spectromoter. There are a few experiment in the pack that can't be done in atmos or without atmos. The contracts don't seem to mind assigning them to impossible biomes however.

    So far, I've seen them pop up in biome study, and experiments around KSC contracts, but I've only just started a fresh game.

    Thanks a ton. Love the Mod! <3

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