Jump to content

ElonsMusk

Members
  • Posts

    278
  • Joined

  • Last visited

Reputation

140 Excellent

5 Followers

Profile Information

  • Location
    Canada

Recent Profile Visitors

5,313 profile views
  1. I think you also have to be landed for Ctrl K menu to be operable. It's been a while.
  2. I'm not sure if this is any help, but what I do is go into the IVA cfg file for the cockpit I am using (they're called Spaces in the directory) and find and replace RPM with ALCOR MFDs. Maybe you can do the same to rearrange the displays to suit your desires. I've never added an MAS MFD but it could be just as simple as replacing RPMs.
  3. I love this mod! Thank you for maintaining it. I have a question about proper procedure to engage FMRS successfully in the following scenario: I reuse boosters, they fly back and are restacked via crane. When the rocket is relaunched, docking ports are used to decouple the stages. Usually FMRS fails to stay online upon stage separation, but I have had it work properly. Is there a ruleset that governs how FMRS decides to shut down? I have a feeling it's something about the Vessel Type heirarchy + which port is the Main port. Yesterday I was able to keep FMRS online after Separation, but when it focused on the Booster; when I switched to the Upperstage FMRS went offline. Am I making any sense? Do you or anyone else have any advice? Is a log file going to provide any details here? I can provide but it, but it's not a bug I'm somehow confusing FMRS.
  4. OH! My mistake, I'm not that bright. I should have read more.. Thanks for your patience!
  5. Oh silly assumption, then, on my part. I'm debugging a different mod issue but I'll update with an image if I can reproduce it once I'm back running. Basically, when I select one of the parts, it loads in the editor missing most of it's textures or model. Like an invisible part except for some edges. Obviously this information is not much to go on, but I'll try it again because I would like to get it working and maybe stomp a bug! Standby for more info. Update: I've managed to reproduce the issue. Here's a clip followed by a log. I'd love to use this mod it's so neat! Thanks for your efforts. Log
  6. Update: I reinstalled again the same way, somehow it's fixed now. I don't know what was wrong but it's gone now, lol. Consider it resolved. I've borked something. Is anyone able to help me fix these missing textures? I tried reinstalling but it added back the issue, I have to assume I did something wrong. log
  7. Is there a comprehensive difference between Jonny's new fork and yours? I've always used yours, I don't mean to start drama just curious if there's a difference between the two that may affect which fork I use in the future. They seem.... the same? Update: Looking more Jonny has added some QoL features I guess. Maybe you have no idea! :p Anyway thanks as always. Much love to you and JonnyOThan, great modders!!
  8. Things are coming along nicely, huh! Looks great. I am running ReStock, that's why I'm having issues, right? No compatibility there, yet?
  9. We can only guess at what is happening without more info. Take a peak at this post to see how to find and share your Log files.
  10. Thanks! The blueprint's are easy, just a bit tedious. In fact, the stock version proceeded development on modded version. It's a lot more parts, but it's part of a set. I think it's the link in my signature, as well. The set includes other ground vehicles for recovery, and a reusable booster.
  11. I'll reboot and try this. Oh, my mistake. I never remember which is the useful one. Update: Problem persists (log); in addition, Kerbal didn't enter the capsule, started the auto-freeiva on top of ALCOR, outside the capsule. I could move as if I was outside but I fell through the ground a bit. It was strange! For clarity, are we to remove any old ALCOR or overwrite? I removed the old folders according to the adopted folders. Maybe I borked it somehow?
  12. Back from the dead.. It's aliiiiiive!!! Quickly becoming my favourite modder, mister Johnny. I was using ALCOR yesterday and noticed when you enter with the new auto-internal cam, you lose the ability to look around. I'm firing up KSP I'll grab a log for you. (maybe you're aware of this) Oh, it's doing it on all pods. Changing vessels corrects it. log file (suspiciously large)
  13. Thanks as always for your efforts! I'm curious if there is a way to set the docking ports to Disable Camera as the default, such that no docking cameras are available unless you Enable Camera? Thanks for reading~
  14. That's my mistake. I'm on .2.16 I'll upgrade.
  15. Oh that's a shame. Understandable, however. Thank you for taking a look! While I'm in your notifications, I noticed this today. Deep freeze has CLS support. Not sure if it's on your to-do list but just wanted to point it out in case it got missed.
×
×
  • Create New...