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Bombaatu

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Everything posted by Bombaatu

  1. I've noticed an odd bug where Kerbals become invisible. To recreate: Put a Kerbal on EVA. Equip the Screwdriver (have not tested with the wrench, but it may also cause the issue). Re-enter the vessel Go back on EVA Unequip the Screwdriver At this point the Kerbal will disappear. If you re-equip the screwdriver then it will appear but the Kerbal will not. The only way I've found to bring them back is to enter the ship WITHOUT the screwdriver equipped. When you exit the craft again, the Kerbal will be visible and equipping/unequipping the screwdriver will be normal. NOTE: the bug also appears if you reload a quicksave where the Kerbal has an equipped screwdriver; unequipping it after loading a quicksave will cause the Kerbal to disappear.
  2. If it's Equipment, it's probably a Pathfinder tie-in
  3. Will RealPlume configs be provided for the new engine models? Especially the 4-bell Poodle. Inquiring minds want to know... EDIT: Disregard - I guess I should have gone through the Screenshot gallery before asking. Looks great & can't wait.
  4. I was unable to see anything about sharing on the buckboard; hence the need for the cables. Can that be switched on in flight or does it have to be VAB/SPH? If the former, where/how? Am I just blind?
  5. Yes to both - had a resource transfer station (needed it to get equipment from a Buckboard to inflate) and the first part was attached to a saddle. I wasn't able to attach the saddle to the ground first - when I did that, it would explode upon load, which would then explode the piece attached to it.
  6. I've also got a more serious issue. I have assembled a small PathFinder base on Minmus. When I reload the save, the module connection points are way off-set and/or rotated from where they were originally placed. Has anyone else seen this?
  7. Hey, @Angel-125 - I know you have a lot on your plate right now, but I noticed something odd. The Aux. Electronic Navigator from Buffalo does not properly hibernate. I landed a robot-rover on Minmus with that as its control unit. I put it into hibernation and still had ful control. I was also still getting an electrical drain.
  8. I found another error just before the one @lukeduff mentioned; might help narrow it down for you:
  9. I have a question about the 'Skylab'-style solar telescope included with MOLE. The Apollo Telescope Mount (ATM) was vertically in-line with the docking module during launch. Once in orbit, the mounting truss rotated it until it was perpendicular to the docking module. Is there a part that can do this in MOLE and/or are you thinking of making one? In its absence, how do you usually launch/deploy this part?
  10. So, @Angel-125 - Don't know if you're aware (probably are) but there is an issue with the Corvette & Hemi-Cuda engines. In the VAB, they a number of problems: The engine does not appear in staging in the VAB. It does on the launchpad - this results in having to rearrange staging on the pad prior to launch. The shroud either doesn't appear OR both shrouds appear. This is irrespective of the two shroud buttons. (when first building a craft, no shroud. Go to the launchpad & revert to VAB, both shrouds). This is strictly cosmetic as the correct shroud shows on the launchpad, but if you're unfamiliar with the issue, it causes some concern. The 'variant' buttons appear to do nothing. Latest version of MOLE, KSP 1.6
  11. Just curious but is this still being maintained? It was working up through 1.5.1 but has stopped functioning with 1.6.
  12. Are there configs with Unmanned Before Manned settings for BDB? I set up an install last night and some things look a tad wonky & out of place (command pods too early, for instance).
  13. Do the WBI science contracts scale the amount of science gained based on the Science Reward modifier set when you start a career? I have a career set at 30% science rewards & it seems like the WBI contracts are giving too large an amount of science.
  14. So I checked the settings & that one was already enabled (it's the 'Enable Recycling' button, according to the tool-tip). However, Soil still doesn't get produced. I do have storage for it. Bug? Also - I have sent up a ship on to a MOLE station running KNUTS. The experiment is done with its lab time & the experiment now says Needs Soil (0.000 of 194.400). The vessel has over 200 units of Soil, but the experiment won't see it. Any ideas? EDIT: never mind, I found it. The KNUTS processor on the Delores habitat has to be enabled.
  15. I got some help putting this together; here's a ModuleManager patch that restores the original Mk1 Command Pod: Might be a good inclusion for MOLE since the new pod clashes so much with the art style.
  16. Hey, @Angel-125 - I'm trying to run the KNUTS experiment & see that requires Soil. I had been under the impression that 'Soil' was a *ahem* by-product of using Snacks, but over several days none had built up in the onboard Soil storage. I ended up shipping an Omni-storage container with some Soil (only way I could do it - no option in the regular tanks). So - if Soil doesn't come from using Snacks, where *does* it come from? Is it a drillable resource now?
  17. The category doesn't change & the pod is not visible in the VAB/SPH unless I go to the Manufacturer tab.
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