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Stratickus

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  1. I don't know if its a true conflict, but the mods do seem to overlap significantly. The markers next to the Navball overlap each other with both mods installed, so that at a minimum is a conflict. I also made the switch. Cheers,
  2. I had this problem as well. Are you sure you didn't install only the Part pack? That's what I did.. Anyone having any issues with this in 1.12? Seems to be working fine for me I suppose, but I did not play with this mod pre 1.8, so I'm not sure if everything is working as intended. Cheers,
  3. @Gotmachine is this a replacement and/or improvement over Smart Docking Aid? Just curious. I'm assuming its a 'conflict' of sorts since they both add Parallel makers to the Navball. At first glance it looks like it adds more features than SDA. Cheers,
  4. Does anyone know what this was supposed to fix? Why it was added to KSPCF? I'm curious if using this patch to let Persistent Rotation work as intended is 'undoing' something that KSPCF fixed. Cheers,
  5. EDIT: I got it to work as intended. ---- I'm trying to make a personal MM patch that enables seeing encounters (craft with Mun for example) possible with Level 1 Mission Control and Tracking Station. I'm starting to suspect it it not possible with just CBK (no other mods). I've tried adjusting the settings, but just cant seem to get it to work. Just as an example I've tried to the following: I've messed around with just about all the settings I can think of. I realize that CBK doesn't really modify this particular in game mechanic, but since it allows modification of similar settings (patched conics unlock level etc) maybe I could get it to work. Cheers,
  6. Where is this setting located? I looked and couldn't find it. Cheers,
  7. My bad, I just read the FAQ.. I'm assuming some other kind soul is updating the CKAN meta data. Cheers,
  8. @The Minmus Derp is OPX-SSM and OPX-IW meant to have CKAN support? I tried following the thread; it looks like at some point they were not publicly released, but the way I read the first post now is that they are public/released. The reason I ask, is that the rest of OPX appears to have CKAN support. Cheers,
  9. Edit: Nevermind.. I missed the part where it says "requires Restock Waterfall".. I had SWE installed. Is this still working for everyone? I just can't get seem to get it to work. Cheers,
  10. Edit: I missed the RWE requirement for the patch. Does anyone have a fix for the updated ReStock Cheetah plume? The four smaller nozzles have oversized plumes. I tried messing with the Waterfall in-game editor, but couldn't find the correct setting to adjust. Edit: I found this patch, but it does not appear to fix the problem. I'll do a bit more investigating, but I am doing this on a clean install with nothing but Waterfall and necessary dependencies installed. Cheers,
  11. Maybe you don't get it. CTT is a stand alone mod it does not come bundled with mods, nor does it even specify that mods be used to fill any or all added Tech nodes. It is almost more for other modders to fill in the Tech nodes if they see fit to do so. Think of it like a choose your own adventure for adding mods to fill out the tech tree. Either way, no such list currently exists that I'm aware of. You may be interested in the Hide Empty Tech nodes mod. Cheers,
  12. @Well I converted the flag files to .png and it fixed the problem. I attached the new flag files in GitHub. Cheers,
  13. I know this is quite old, but I love the idea of being able to manipulate the Categories via Module Manager, especially in conjunction with VAB Organizer. Anyway, I'm having a bit of trouble. I was able to create one new (Probes) custom category, but only one.. I cannot figure out why the other category (Exotic Fuel Tanks) won't display in the VAB. Any help is appreciated. EDIT: I figured it out: a part needs to be assigned/unlocked in the new category for it to be displayed in the VAB. Additionally, resizing icons (an icon from CTT for instance) to 32x32 is necessary per the original post. Cheers,
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