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Everything posted by Bombaatu
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Hey - I'm trying to write a Module Manager patch to restore the old Mk 1 Command Pod for use with MOLE. It *should* be very simple (just change 'category = none' to 'category = Pods') but I canNOT get this thing to work. Can anyone please help me with this?
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Bombaatu replied to Nertea's topic in KSP1 Mod Releases
Sorry, I haven't had a chance to play much with this. Do any of the parts work as a science lab? -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
I tried to do this & couldn't get the pod to show up. Do you know what needs to be tweaked? Also, there is a new mod called Old Parts Redux that does restore the old Mk 1 Command Pod (among other things), so the two can co-exist, albiet with different names. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Bombaatu replied to Paul Kingtiger's topic in KSP1 Mod Releases
Are the stock experiment parts (material science, mystery goo, etc.) still broken?- 1,554 replies
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Bombaatu replied to nightingale's topic in KSP1 Mod Releases
I saw in the GPP forums that it's a conflict with Making History. You can remove the MH plugins & still keep the parts, or remove MH in its entirety. I think the instructions are on the GPP page but can't swear to that. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
Hey, @Angel-125 - something strange cropped up last night. I have a new 1.5.1 install with MOLE, DSEV, PathFinder and a host of other mods. I was in the VAB & had both MechJeb's & KER's dV windows up. Neither the Fulcrum nor the OMS would report their dV to those windows. Any other engine does. Strangely, you do see dV when on the launch pad; just not in the VAB. I'll see if I can recreate the issue with just MOLE & KER; I'll let you know. -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
Bombaatu replied to icedown's topic in KSP1 Mod Development
Cue the Happy-Dance!!! -
[1.4.X] OSE Workshop Continued - KIS Addon
Bombaatu replied to Aelfhe1m's topic in KSP1 Mod Releases
@Angel-125 - FYI, the thread title still says 1.4.x -
You might want to check out Tarsier Space Technologies, but I'm right there with you in that I *really* miss this mod... https://forum.kerbalspaceprogram.com/index.php?/topic/154853-141-tarsier-space-technology-with-galaxies-v73-17th-mar-2018/
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 - I never saw a reply to this. Were you able to recreate this issue? -
Are there any Scatterer configs available for RSS? I tried snagging the old RSSVE from github but got some serious weirdness with it (a brightly glowing ring around the poles in map view, for instance).
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Are the Wild Blue mods, specifically MOLE, Pathfinder & DSEV, supported?
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Bombaatu replied to Galileo's topic in KSP1 Mod Releases
Ah - was not aware of that. In that case, start with MFI & see if you can reproduce issue; if not, introduce KK.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Bombaatu replied to Galileo's topic in KSP1 Mod Releases
It's a pretty safe bet that ModuleManager, GPPTextures & CommunityCategoryKit are not the source of this. If I had to hazard a guess, my money would be on Kopernicus or ModularFlightIntegrator. I'd advised trying a stock vanilla install & try to duplicate the issue. Then install JUST Kopernicus & try again. Repeat for MFI.- 7,371 replies
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
Load experiments and a scientist onboard a MOLE; ensure you also have ResearchKits. Once launched, right-click the MOLE & select Manage Operations, then Experiment Lab. Start the experiments; lab time will accrue so long as their is a Scientist in the part & the ship has ResearchKits. All of this is in the KSPedia entry for MOLE, if I'm not mistaken. -
I'm wondering if it would be possible to swap out an IVA as a part upgrade when a given science node is unlocked... EDIT: Ninja'd ^^
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
I noticed another issue with MOLE labs the other night. Here's the reproduction steps the best I can remember; if you can't recreate the issue from this, I'll recreate it locally and give a more detailed step-by-step. Build a MOLE ship, load with experiments, add scientist. Get it into orbit & start experiments. Let lab time build up. Return to Space Center In the VAB, create a new MOLE ship. Do NOT click Show Manifest. Launch. Once on the launchpad, check to see lab's experiments. EXPECTED RESULT: there will be no experiments on board since they were not loaded in the VAB ACTUAL RESULT: Not only will the 2nd MOLE have the same experiments as the first, it will also have approximately the same amount of lab the 1st ship time built up. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Bombaatu replied to Paul Kingtiger's topic in KSP1 Mod Releases
Will the stock science experiment modules be added back in when DMagic's integration is done?- 1,554 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Bombaatu replied to Paul Kingtiger's topic in KSP1 Mod Releases
Kottabos review of the mod:- 1,554 replies
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I'm not at my desktop right now; is there a way to disable the random snacking in the settings? If so, I'll do that.
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
No problem. I also reported an issue in the Snacks thread, but the issue didn't show up unless both Snacks and MOLE were installed.