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Krakatoa

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Everything posted by Krakatoa

  1. Definitely gives the feeling more. Not sure how I feel with the yellow on white, but I'm sure there's a way to make it work, even if just some sort of border before the yellow.
  2. That could be pretty cool. Maybe EC's black lines can have a certain jagged lightning-ness? Mostly black with caution-tape yellow/black striping along the edges could be the thing for Ore.
  3. Always a fan of dark green, but as much as you work with Angel-125, green is his bio-lab stripe color, and bio-labs in general through the modding community. Construction-yellow with some rusty wear-and-tear texture perhaps? It'd mean a change in the EC color, though.
  4. *nod* Makes sense. Could be color settings on my monitor, but Ore and LFO look like very nearly the same color, so might not meet the at-a-glance requirement.
  5. I feel like it'd be cool if you could follow stock coloring conventions at least for Ore and EC, like yellow/black striped with a high voltage symbol or two for the EC and the rugged black for Ore. Don't have much input on the others, other than stock seems to be more-or-less flat for LF and that color plus an accent for LF/O, so might be something to think about. I like the red/white combo in general, so long as it doesn't become a barber pole or candy cane.
  6. Hi there, it's basically impossible to help without a bit more info. Would you mind posting a screenshot of your GameData folder? Also, what version of RPM and what version of KSP are you using?
  7. General thing is that it's hard to help without a bit more information, so would you mind showing your GameData folder structure and, if you can, a log where you experienced the issue?
  8. Equipment can be produced in the Ironworks, I think. I always get the names mixed up. As for the other, the error is a bummer, but it sounds similar to what I was running into before I put it together that any science-based module has to be inflated by a scientist instead of an engineer. May at least get it expanded.
  9. I use both. Here and now lets me trigger the experiments as I enter biomes, and [x]Science lets me look through the "catalogue" of what's out there to get without me being there.
  10. Here you go! Click on changelog, then look down for the most recent 1.2.2 version.
  11. I think they mean the literal concept rover uses it. Looking around, it looks like Curiosity uses a 1-point moving reference (the MRO and sometimes Odyssey) and orbital observations/maps to keep it properly located.
  12. Hahah, that even looks fairly Kerbal.
  13. A picture of when it's happening would be handy. Do you have an engineer close enough to the container to open it while close enough to the piece to grab it? When you press G, are you holding it down until you release the mouse click in the slot of the container?
  14. I don't *think* that's a bug. The concept being that with the extra mass, they aren't pushing overly far off the surface with every step, so they end up walking at a Kerbin-like stroll rather than the bouncy normal moon stroll.
  15. So, it looks like you're using Module Manager 2.8, which is the KSP 1.3 version. Since Planetary Base Systems hasn't made it to 1.3 yet, you'll need to either revert your game version and mods back to 1.2.2 or wait a bit longer so this mod can get caught up. The disparity is causing your problems.
  16. Hey there, could be a couple things wrong. Could you post a picture of your GameData folder to start off with?
  17. I don't use CKAN, so I don't know how to disable updates, but if you can do that, you can then go to Curseforge and download a previous version.
  18. If it helps, the main thing (I think) is to just put the actual files for the part back in, even if temporarily so you can get them out of the inventory from the quicksave where everything was alive, then the craft should be safe going forwards. Grabbing the piece that's different from the previous release may work.
  19. If you can get the missing part back into your gamedata folder, you can then load your most recent actual save rather than using the persistent file that automatically loads when you open a savegame. Each time you exit the game, the persistent save updates, so when you exited after having the station get deleted, that became the new go-to file.
  20. I haven't tried yet, was waiting to have most of my mods updated before I tried opening any saves.
  21. Hey there, @Angel-125, when you do the update to DSEV, do you anticipate any parts that will change in such a way that the game will try to despawn the craft? Planning out a Duna fleet and want to make sure they'll stay there.
  22. Don't know if this answers your life support needs, but Snacks was specifically made by Angel-125 and is certainly compatible.
  23. Alright, literally my first time actually adding more than a single word to a stretch of C#, but I've submitted the PR. Changes added at the bottom and I think I closed all the parentheses.
  24. Now that I know what I'm looking for, it turns out it's already in the MM_Contracts config, first thing in the file. *hangs head in shame* Only thing it doesn't have is the Crew_Request part of the code. May be nice to add it as a small option for Station contracts, too, with the second part of DStaal's code. I'm going to make an account on Git and try to make a PR, though I'm worried I'll break something.
  25. Oh, cool, thanks. That's an easier solution than I figured. Do I just copy/paste into a blank text file and save it in the mod folder? Or would it serve better in a separate folder so it doesn't get deleted when I'm updating?
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