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Bombaatu

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Everything posted by Bombaatu

  1. It'll take a bit - I'll ping you when I can get it. Thanks.
  2. I have an issue with a space station in Munar orbit. It has 5 crew members & the habitat rating is for over 180 days. The crew has been on-station for about 2 months. The issue: I moved two crew into a lander (Mk2 Landing can, hab rating of 7 days fully manned). When I undocked, they immediately went into Tourist status. Luckily I had quick-saved before undocking & I was able to turn of the habitat effects. But to my mind, this defeats the purpose of using this mod. Is this a known issue, something new, or a feature?
  3. There are two copies of the biplane parts. One set shows up at the start; the other set shows up later in the tech tree & the part names start with "*** LEGACY ***". Removing the configs stops the duplication & cleans up the parts list.
  4. I've noticed something odd; there is a green 'AGL' or 'ASL' (depending on mode) displayed over the left side of the air-pressure gauge. Is there a debug setting or something that toggles this? It's a little distracting at times. EDIT: Of course, if I read back a page I could see where you talked about this. But the question stands - is there a way to disable that text?
  5. The legacy parts are biplane parts, but they show up later in the tech tree. The current biplane parts are available at the start. The config files can be found in /GameData/Firespitter/Parts/biPlane - look for "part.cfg" & delete those; there will be one in each subfolder.
  6. What I did was to put a self-deorbiting module on the bottom (a small tank with a Skipper, an MRS Radial probe core, a small battery, a few small solar panels and a couple of reaction wheels from ProbesPlus). Had the Bigby configured as a wet workshop upon launch. Had two orange tanks with Skippers and two of your Sledgehammer SRBs as boosters. I don't have a picture at the moment but if interested I'll put one up when I can.
  7. Well, since the MOLE thread is (temporarily, I hope!) gone, I'll just leave this here: KSS Haise in orbit of the Mun (KSS Lovell is in Kerbal orbit & KSS Swigert is in orbit of Minmus - all the same design) FYI, the Bigby Orbital Workshop is a *bear* to get into orbit if you don't have Heavier Rocketry yet. Interesting challenge. Just sayin'...
  8. @Jatwaa - What were those tweaks? I'd love to use this with TakeCommand!
  9. Don't know if this is a known issue or not, but in the Barnstorm contracts for the Island Hangers and the R&D center, doing one part automatically completes the second. Example: for the island hangers, if I fly thru #1, it counts as both #1 & #2 being flown through. Also, completed barnstorm contracts show back up in the available list - didn't know if this was on purpose or not, but seems kind of spammy and a cheap way to get rep.
  10. Is there any way to "turn off"/hide resources that aren't used by any installed mods? For example, I'm not running MKS, so a lot of the resources that show up in the scans are clutter.
  11. Don't know if this is a known issue or not, but the Here-and-now portion won't run the DMagic magnetometer scan if landed, despite that being a valid condition. It seems it will only do it in space.
  12. With the release of 1.2.x, are there any plans to move the landing gear parts to the Ground category? Also, if possible, please remove the **LEGACY** parts. I know how to do it, but it's a PITA to do every time I install a new build, and they really clutter up the part catalog.
  13. Are you starting in Career or Science mode? If so, you have to research the technologies to unlock the parts. Try starting a Sandbox game and see if the parts appear. The other thing to try is be sure to click the "Buffalo" icon in the part category list - you should see them there.
  14. Go here: https://github.com/Angel-125/Pathfinder/releases Version 1.2.7 is the last version for 1.2 - 1.2.8 is for 1.2.1
  15. I installed linuxgurugamer's SXT_Continued & this mod - the plumes for the SXT engines are on all the time regardless of throttle. Didn't know if this was a know issue or not. Please let me know if you need any further information. Link to SXT_Continued:
  16. I installed the UBM tech tree & tried to start a game. I got a dialog telling me to choose which tech tree to load, but the only choice was Stock. Am I missing something? EDIT: Disregard - I did a clean install & now see the UBM tech tree.
  17. Is it possible to render editable text in the stickers? It would be cool to have a ship's (or crew's) name stenciled on the side; doubly so if any font installed in the OS could be used.
  18. They need more fiber in their N.O.M.S...
  19. One thing I have noticed regarding reusable experiments: if you have more than one copy of a given experiment (say, the thermometer), the utility will sample the first as normal. When you hit another biome, it will ask if you want to overwrite the existing sample rather than executing an unused one. To recreate, unlock the thermometer. Launch a small ship with two of them. You will take a reading at the launchpad; save it. Launch. It should take a reading on the unused one, but instead prompts to overwrite the 1st one.
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