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Everything posted by JH4C

  1. Yeah, but you're potentially undoing changes made by other mods for their own requirements by including the entire definition file. Adding one item to the MM list of patches when you already have 10k+ other patches queued causes no appreciable delay
  2. Can I ask the reasoning behind having a full declaration of all the pre-existing resource types included in this mod? If the EC rules need changing to make these work effectively then an MM patch that works just on the EC definition would be a much simpler and safer answer.
  3. 0.12 would be an update over 0.2 though, and 1.8.06 - or rather 1.8.6 (because the 0 is implied) - would be an update over, so that shows that CKAN is working as intended. It also shows that it should cope just fine with 1.10 coming after 1.9.
  4. Still does, but it won't be created all the time there's errors; I believe it will be created if you only have warnings (as well as if there's no problems, of course)?
  5. Just so you know, the new update cycle is intended to run every 3 months... If you wait for everything to get updated, the next patch will have been released before then
  6. Probably not, as there's no other changes I believe? Of course they will have a little less fuel than you, and the balance will be slightly different due to the relocation of weight, but it's such an unimportant amount of fuel they probably won't notice unless it's a very small vehicle.
  7. I can't see anything in that screenshot that suggests it needs Oxygen. The fuel availability next to the staging shows that it runs off of EC and IntakeAtm, which is the "any atmosphere" resource. You probably need more intakes to balance the rarified air.
  8. Stock removal of helmets in atmospheres is coming in 1.6. Possibly also out of atmospheres, but the announcement did make sure to emphasise that Kerbals need air to sustain life.
  9. I would think the first and best place to report this would be whichever mod is giving you the Hover button, because it's not stock nor is it part of AP+. The mod listed in the OP as being helpful for hovering is outdated and has been adopted/updated by LinuxGuruGamer here: If that is what you've already installed, then that's where you need to report the issue.
  10. Are you using the most current version of M3X? This bug was squashed almost as soon as it first appeared, although it did make a comeback as can be seen in the posts above yours, which also explain how to fix it. As for posting the log, you don't cut & paste it onto the forum because yes, it'll kill everything. Use something like pastebin or dropbox or whatever to host it, then post a link - but hopefully in this case that won't be required.
  11. Try @neistridlar's NeistAir parts: There's some pretty big fuselage pieces there, including all kinds of luggage spaces and passenger layouts, as well as some great discussion in the thread about sensible limits on the number of Kerbals that should be loaded onto a craft.
  12. Yes, one's the intake for IntakeAir, the other's the intake for IntakeAtm. No, because there's no air or atmosphere in space. You still need an atmosphere to use intakes and engines that recognise IntakeAtm, it just doesn't need to be an oxygen-rich atmosphere; this means they can function on Duna, Eve, maybe even Jool, etc. as well as other mod-created planets. Examples of such engines would be nuclear jets and electric fans; neither of these care what the composition of the atmosphere is, they just need to be able to move it around in order to propel your craft.
  13. Intake Air is the stock resource, Intake Atm is a community resource for engines that require gas to pass through them as part of their propulsion cycle but it doesn't need to be oxygenated, so you can use props or some jets on other planets than Kerbin/Laythe. It won't go down unless you're in a situation where it needs to be used, but that's not a bug.
  14. Well if Tiktaalik does go ahead and use the stock part switching, then that's not available in 1.3.x so you'd be stuck there. I never used 1.3.x so I couldn't comment on anything else that may have changed between then and now. There's not many mods that still require such an old version of the game to run though; it might be better to try and find ways up getting them updated rather than hoping stuff made now might be backwards-compatible.
  15. I'm not aware of any specific icon packs, but you can add your own by making 32x32 PNG files (with alpha transparency if desired) and placing them in the "Waypoint Manager/Icons/Custom" folder. I adapted a couple I found online (don't have rights to release them, sorry) and they work well.
  16. As posted at the top of the forum, and in LGG's sig: That part uses resource IntakeAtm; make sure that CKAN has correctly installed either CRP, or some other mod that defines this resource, as lacking a resource definition can cause the symptoms you're reporting.
  17. It was probably exactly where you saw them saying they'd done it, i.e. in the KJR thread: Shortly after you asked, the person making the updates made another update and provided a link right in the post. That's always going to be the best place to look, and the best place to ask too.
  18. Everything goes in the GameData folder; Plugins is a red herring, ignore it.
  19. ShipManifest. No official update to 1.5.x yet though.
  20. There's a few versions already in existence, for example the one used in Scott Manley and Shadowzone's 2001 mission pack, and the one used in tomf's. And of course, if you install those you have the added bonus of having something to do with the station once it's up there! Seriously, just search for topics containing 2001...
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