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Invaderdave

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  1. That fixed it. Thanks! Talk about support! Now that it has FreeIva support I'm gonna go give OPT another serious look. Thanks again. You rock!
  2. Phenomenal mod! Thank you for making this! Has anyone been able to exit the Lynx Docking module? I've tried every docking port in the Free IVA tab, and none of them will give the open hatch prompt. When I attached 2 Lynx docking modules directly together with no docking ports in between I am able to get the prompt and open the hatch but can't actually go through the open door. I can also go from a B2 docking module into a Lynx docking module but once inside can't go back through and no longer receive the hatch prompt. Any ideas? Thank you again for this incredible mod!
  3. Now that I'm back on windows (I suck @ linux) and can install mods correctly again, I can't say enough about how incredible this mod is. But I'm currently experiencing a thing where only a large circle of the surface of the Mun is visible from low orbit (under 40km). https://youtu.be/EHG3z73m3Yc As far as I can tell it only is happening on the Mun. Something similar is happening on Kerbin, where the textures dissapear beyond a certain radius, but the planet is still visible. Any ideas? log file: https://www.dropbox.com/s/j05p12fnk2m7p6p/KSPlog326.txt?dl=0
  4. Genius stuff, this. I scanned the thread but didn't see this specifically covered here yet. This may be a Kopernicus question. I want to try kop expansion mod for the footprints, would it conflict with the Kopernicus version required for Parallax? If so, would parallax work with just this version of Kop? Anyone have working footprints in a parallax install?
  5. I'll keep checking for updates or similar contract packs compatible with 1.10.1. Thanks for the info though! It will save me any more time fiddling with it for now.
  6. I'm trying this mod and kerbin side for the first time ever (1k+hours in). Kerbin side appears to work fine and the KS GAP missions show up, but every mission has pre requisites that are unmet, specifically the requirement that the starting base "not exist" https://ibb.co/Sr3xMRk I have tried on different saves, one with all bases open and one with all bases closed (and hidden) and nothing seems to satisfy the pre requirements. Is this an incompatibility problem with 1.10 or am I just missing something? My pilots are excited to get started!
  7. Same wheel issues as above. Will deploy but will only roll or steer when stowed. You guys ever figure this one out? P.S. Thanks for all your incredible work, Linuxgurugamer!
  8. Love this mod! (And while I'm at it, gotta say I love watching you fly your crazy contraptions and your wonderful enthusiasm for this game. All the reputation rewards to you, Jatwaa!) I also use Ship Effects and Chatterer. The issue I'm having is the persistent wind noise from chatterer, even when submerged. Chatterer does have a slider to adjust the wind noise (although for me, even at the lowest setting I can still seem to hear it) but I'm wondering if it could be possible to have the wind sound automatically muted each time you go underwater. Or possibly replaced with more underwater-style ambient noises? I raised the issue on the Chatterer thread as well. Wasn't really sure of the direction to look for ideas though. Keep up the good work! Edit: update: I just realized there is also wind noise in the stock game called "Ambience", which sounds almost identical to the chatterer wind noise and can also be heard underwater.
  9. I have a less-than-rudimentary understanding of how mods work and coding and whatnot, so in laymans terms: after installing CRFP the CC "edit tank" option no longer showed up for me in the VAB. Uninstalling CRFP made it show up again. All my saved vessels that had tanks previously edited with CC still had all their respective resources, but no longer had the "edit tank" CC GUI button in the VAB
  10. Brilliant! So many possibilities, my head asplode. Just incredible! Unfortunately, however, it seems to conflict with the Configurable Containers mod and I don't think I can survive without the ability to cram all my various resources into one tank! Any insights?
  11. Is there a way to mute the wind sounds when you dive underwater? Another mod maybe? Working on submersible craft and the underwater wind sound kind of ruins it for me. Sorry if this was addressed earlier, I couldn't find any info earlier in this thread about it.
  12. I ❤ this mod! I also love lights, which I've stopped putting on my vessels because of the light radius spheres that show up in vessel view. They tend to totally obscure the view of my ship and it ends up looking like a bunch of grapes. Is there a way to turn the light radius feature off? Thanks for an awesome mod! This and RPM have added so much to the whole Kerbal experience for me. I only recently added them and I can honestly say after 4 years of playing it's like a brand new game again.
  13. Yaaay! Thank you!! Ballpark time-frame ?
  14. I'm to the point where I may be considering looking into a class action lawsuit just to get a refund. I'm sure once their bank accounts are threatened they will begin to take this issue seriously.
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