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PataSolar

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Everything posted by PataSolar

  1. Anyone had this issue when the 'Xfer' button is not displaying to the right of the science? I noticed it's displayed as ModuleScienceExperiment - not sure if that's proper. I'll continue playing around with settings and try some other parts.
  2. Is Ampyear meant to take away a probe's EC and replace it with an X amount of 'Reserve Power'? How can I change this? EDIT: nevermind, found GordonDry's patches here on page 21 of this thread
  3. Hey folks, just wondering where progression is saved? Transferred my save folder to another build and all progression has been lost, ie. the contracts I'd completed are not complete.
  4. @Bornholio You inspired me to share my early career capsule solution for short sub-orbital missions. Had to put lead ballast in the bottom tank and used a thrust plate as a heat-shield lol:
  5. Oh. I see what you mean now. Unfortunately, my problem isn't actually 'black wings'. Rather it's a problem where the textures are weirdly paneled. This is possibly the textures being to 'small' if you know what I mean. So there's dozens of the panel effect rather than just a few. I've post some screenshots below that show the problem (with all the possible textures):
  6. Sorry but can you elaborate? I have no idea what you're trying to say? Are you saying try it without dx11 or force opengl? What blue icon?
  7. No, sorry, didn't mean to get your hopes up! I have the same issues on 1.3.1 and wondered if others had tried what I'd tried (playing around with different versions etc.) and got different results. I don't know what to do!
  8. Have the people with texture problems tried other versions of the mod? Or tried to deduce a a problematic clashing mod?
  9. I'm confused. Does this mod provide assets that you can place via Kerbal Konstructs? Or does it actually place things for you from the outset? Just wondering because I'm on RSS with multiple KSCs around the world. (Would it even work?)
  10. I'm currently on 1.3.1 with RO etc. and KCT. Scrapyard is working! Except the procedural parts don't seem to work. Recovered a tank, applied it, it said it was applied but didn't effect construction time or price. Apart from that, it seems to be working fine for me!
  11. Hey there. Should I be able to see the skybox when on the ground of, for example, Kerbin (at night time of course)? EDIT: Hmmm it seems to have come right. When it did work, it was faint but Distant Object Enhancement's slider can fix that.
  12. Hey @Daedalus451 what ended up happening with your ScrapYard problem?
  13. Hey @severedsolo I love the mod (and your other ones). Maybe mention in the original post that there is decay and that >250,000 orbits can act as a graveyard etc. Luckily I read through the thread.
  14. Thanks @Avera9eJoe. Apologies if information on the issue was more evident than I thought. I do try to look through the forums first. Great visual mod, by the way!
  15. Is there something to do with Spectra that might disappear all Kerbin's land when in a higher altitude? The whole planet is just ocean. EDIT: Land mass disappears at ~130km. I think I can also make out some shader detail that would usually overlay mountains. Image:
  16. The link for this mod is dead. Can anyone help me with how you'd go about changing or creating a .cfg file to enact this? EDIT: Apologies for reviving this dead thread. If I could delete this post I would. I've learnt how ModuleManager works and how to utilize it now. So, hunky dory here.
  17. Just wondering if anyone else has had the problem with the ESC button not bringing up the pause menu. This is due to KAS/KIS. Changing the keybinding doesn't work. Or maybe there is a certain other mod that, in its antagonism with KAS/KIS, cancels out the ESC button. The button does work when using it for KAS/KIS reasons however - like cancelling out of the inventory interface. I've seen this mentioned here and there but have never seen a definitive answer to the problem or a work around? Correct me if I'm missing something though!
  18. Are you referring to my query about how Kerbalism and [x]Science interact? Or the vent issue?
  19. Hey folks, I've searched around but have found limited mention of the reaction between Kerbalism and [x] Science. I'm pretty sure [x] science is no longer showing me the correct information. I love Kerbalism though. So could someone point me in the right direction to disable Kerbalism's science system? In which .cfg file and which line do I change? Or is there something further I should know about the Kerbalism/[x]Science problem?
  20. @JAFO, nah, my apologies! I was being lazy, I guess.
  21. Anyone else getting a bug where the contract parametres are spammed with parametres that have apparently been met (but haven't actually)? Edit: I'm getting like ~80 of them.
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