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cyberpunkdreams

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Everything posted by cyberpunkdreams

  1. Sure, I didn't mean that in a negative way! I just know that fiddling around trying to get things to compile can be really frustrating if you don't know how.
  2. It ends up as a DLL. I'd leave it for someone who knows what they're doing though! Just a couple of minutes work for them.
  3. I got the same message but it didn't seem to cause any instability for me. Does anyone fancy doing a short-term community fix on the mod, to take some pressure of the creator? (Not that he's necessarily feeling any, but, you know!) As @BigNose says, it's probably a simple fix. I'd do it myself, but, alas, I know now how.
  4. Just a heads up that this doesn't appear to be working in 1.1.3
  5. From what I understand, it was probably a bug that even let you detach it in the first place!
  6. That's debatable, as it's pretty unrealistic. But that said, KSP is about fun, not sticking to absolute realism. Another thing to note is that in a career game, you often don't actually need this kind of functionality for quite a while, so having it unlocked by tech would only really add to flavour and not make a massive difference to gameplay.
  7. Ah, okay, thanks. Hundreds of hours in the game and somehow missed that!
  8. Far out ;p. Is that in the manual? Cause I did read it, promise!
  9. Just a though@ how about adding a flashlight EVA item? It's easy to get stuck in the dark while out on EVA!
  10. I had this happen once, but doing the same docking again was fine (yay for quick saves!) I think it was more the angle than the velocity.
  11. Working for me too! Both Deadly Reentry and stock bug fix installed.
  12. I'd say lock it with tech -- it's a bit OP at the moment otherwise (and people who want it earlier can just use the setting). I'd agree about the highlighting. It would be nice to be able to select it on the ship and show you where it is in the balancer.
  13. Just another two pennies on recent bugs -- uninstalled stock bug fix and I couldn't put ordinary items into storage. Reinstalled it and uninstalled Deadly Reentry and now I can put most things into storage, but not command pods (well, I only tried with some DERP stuff). I can supply logs if other people's haven't been sufficient.
  14. I've got another problem now -- it seems to require a RemoteTech connection even when there's a pilot on board?
  15. Okay, stupid question time. How do you actually board the thing? I'm in EVA and can't seem to bring up the grab or board context actions. Edit: Figured it out. I was trying to use the things at the side that look like doors
  16. I finally got a SEP mission to work! Well, I say finally -- I'd only tried once before, and one of those was only at the launch pad. Anyway, it took a bit of messing around to get the central station to fix to the ground on Mun; it kept popping off for some reason. Once that was done, everything was fine, apart from attaching a plug to either of the end sockets of the power distribution unit -- that cause it to de-attach as well. I also found that switching between Kerbals caused some items to drop through the service -- that was a bit random and not really reproducible. This was all in one of Mun's East Crater; not perfectly level ground, but reasonably level. So anyway, I was really pleased in the end and collected a lot of science. Next time I'll bring some concrete slabs along first though, to see if they solve the little problems I was having.
  17. I found this incredibly useful -- thank you. I've been playing for a while now (with SCANsat), but the whole ore system was confusing me when it got to the point of using the SSM and beyond.
  18. That's really awesome, thanks for letting me know! Incredible attention to detail. I was worried it was something to do with the docking clamp that I was missing. Overall, I really love the look, although as I start building my first tug, I've found myself wishing it looked a little more stock. It's just that although in theory the system is self-contained, it's pretty much inevitable that you start attaching stock or stockalike parts to it, and it jars a little. That's not really a complaint though... not even a suggestion really. Just a thought. It does look awesome as is. The ideal thing would be to change stock, but I doubt that's going to happen!
  19. I've read through a very large chunk of this thread looking for what "Mode A" and "Mode B" mean on the grappling unit! I couldn't find anything, but apologies if I was being slow... Anyone got any ideas?
  20. I just had that happen to me on the first rescue mission I've ever attempted (never really bothered with them before). I wonder why KSP seems to favour these parts? But anyway, I did the rendezvous and cheated to complete the mission (as it would have been completely doable). But that put the new Kerbal straight into KIA for some reason, which I didn't want either. So I just ended up loading a quicksave and cancelling the contract. Oh well. I know I could have gone out there again with a grabber but I wasn't really in the mood. I'll pretend that the whole thing never happened, rather than deciding to leave the poor kerbal out there to rot .
  21. Yeah, the telescopes are inoperable at the moment, alas. The problem isn't just that the science UI stays open -- they cause some kind of null exception bug, so even if you return to the space centre an alt-f4 is required.
  22. Ah, thanks for this. I'm assuming that they're not generated in the world then, and at some point they'll be a resource available for shopping up to the station.
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