razmachaz_69
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Posts posted by razmachaz_69
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Guessing this is dead?
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On 4/22/2020 at 6:54 PM, Daishi said:
Not a problem!
Only got a paypal donation link at this stage, it's on the first post of this thread. Thanks so much if you want to send something my wayHeres a few bucks. A couple of beers when this CV19 excrements is over.
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Wow. Thanks for being so helpful. Do you have a patreon or such?
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Just to be stupid, I download the B2 full version then overwrite with the hotfix linked above (Still says Hotfix 3 on the file?). I need to be spoon fed, complete noob here.
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Just now, Daishi said:
We found it was missing a tech tree node, that's been patched and a hotfix will be available soon
Awesome. Thanks dude. Just wanted to make sure it wasnt just me, I fudging love the Octocore
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The Octo core doesnt show up for me. Even on a clean install with only US2 latest beta and contained MM, its doesnt appear on the tech tree anywhere?
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On 2017-5-4 at 9:01 PM, MaxZhao said:
1. It's compatible with kerbalism.
2. Dunno what that is
@Paul Kingtiger I've been using your newly updated 64k together with universal storage and dmagic, There are some issues since universal storage goo observation and orbital telescope observation keeps prompting that experiments a re not safe to be carried out although I'm already in space. Could you have a look and see if this happens to you too? If you need more info please ask! Thanks a lot for your work!
Can confirm the above. Issue with parts having science moved and then reset by automated science sampler for example
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Any idea what is causing the lack of move/reset with universal storage?
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On 2017-6-27 at 5:21 PM, siimav said:
Does the MJ's 'execute node' functionality use some custom code for keeping my craft pointed at the maneuver node or something in the stock game handles that? I'm asking it because some of my big crafts tend to start oscillating continuously with greater amplitude around the node marker. The amplitude needs to be manually damped from time to time to make the execution anywhere near accurate. So I'm wondering whether it could be fixed in MJ or I'm stuck with whatever the stock game does.
Hi,
IM seeing this oscillation on my craft. gradually over reacts to keeping pointing at prograde/man points.
Is there an option which will help? Im having to manually intervene which gets silly lol.
Best mod sayyyyy whaaat!
C
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Can confirm the above.
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I tried with 0.01, 1 and 3. Makes no difference. It works well with normal science bits jsut dmagic it doesnt. (Aside from the aforementioned EVA issues)
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Hi All,
Love the mod. Still cant believe this isnt part of base game! I dont know how many others get it but the Dmgic science parts (inc. Univ storage parts) keep triggering on the launchpad for 0 science. I have tried with normal science return and full science return and it does it with both. If i put a 'normal' goo and univ goo on same craft it triggers the univ version. Mag booms do it too. Always extend on launch pad for 0 science.
Any ideas?
[1.12.x] State Funding Continued - MM added as dependency
in KSP1 Mod Releases
Posted
Ah. Im a Ckan user and says its for 1.8 and given nobody said anything about 1.9 in the chat log looking back, assumed it was dead!