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Bombaatu

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Everything posted by Bombaatu

  1. I'm not sure if this has already been reported, but could you please add this to the CelestialBodyFilters in science.cfg file? The experiments from MOLE should not show up on [x] Science. Thanks!
  2. I have a suggestion if it's not already in this mod: how about a button to hide parts that have not been purchased/unlocked for you current tech nodes?
  3. Are you planning to make versions of the DMagic Solar Particle Collector or Soil Moisture Sensor? Those are the last two DMagic parts you haven't done - if they get finished, I can totally drop the DMagic parts
  4. Hey - I just noticed something with the Corvette Engine. Even with the mount set to wide mount (2.5m), the shroud was only 1.875m wide. Also, have you considered a Bigby-sized version of the Solar Battery Module, perchance?
  5. It's not just OPT. I experienced the same issue with a MOLE capsule. I suspect this mod uses older versions of either RPM or (more likely) ASET Props. That's just a suspicion, however, and I didn't get logs to back that up. If I get a chance, I'll install it again & see if there are any errors in the log.
  6. Is there a way to exclude experiments from the Here-and-Now screen? There are two scenarios I'm running into: 1. The experiments defined in MOLE should not be shown; these experiments are run over time & require a MOLE lab to perform. They are not instant-run 2. It would be great if we could exclude non-runnable experiments from showing up & dropping us out of time warp; such as when there goo canisters on board but they are non-functional because the data has been removed.
  7. I just noticed something: both the Coach Logistics Module & the CLM 500 can only store 4 experiments when configured for Science. Since the CLM 500 is twice the size of the CML, shouldn't it be able to hold 8?
  8. Hey - just curious if you're planning to make a version of ScanSat's multi-spectral scanner for biome mapping... ? (please, please?!?)
  9. I tend to use them because I don't particularly care for the orange-tank textures from DSEV. Now, if the DSEV tanks had texture-switching, that would be cool. Frankly, there are WAY too many 2.5m tanks across the various mods I use. Janitors Closet can help, but it's a PITA to do that every time I start a new save (which happens all too frequently)
  10. Suggestion: How about a series of smaller rover parts - say, "Mule" or "Burro"?
  11. So, you have to put 'real' Kerbals on board, then give them holo-emitters?
  12. It allows for "holographic" Kerbals to go EVA - Like the EMH from Star Trek: Voyager @Angel-125 - is it possible to run a holo-only mission?
  13. See, this should be renamed "Heloo" - and have a moon named "Nurse"...
  14. That's probably a case of outdated craft files. As a guess, you might be able to edit those files with the names of the current parts.
  15. A bit of feedback for you: the LDEF/MOLE experiment contracts are showing up before the technology to run them is unlocked.
  16. @akron - Have you had a chance to look at why the magnetometer boom doesn't deploy properly now?
  17. I'd restarted that career save so haven't had a chance to retest it; sorry.
  18. @Angel-125 - The EC storage on the chassis components seem really OP for the size/cost of the part. Is that intentional?
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