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DungeonMaestro

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  1. I wound up reinstalling the mod and it resolved the issue; I'm not sure certain what version but prolly 1.3-1 given the timing. I also wrote a script to generate configs for mods following the patterns you laid out if you're interested
  2. Fantastic Mod! Makes for some great explodium-flavored eye candy! I do have one question, though: I'm not seeing a config for NearFuture in the mod directory and the parts aren't showing the effect. Is there supposed to be a pre-defined config for that mod? I'm fine to do some legwork if it's not intended to be packaged but if it is I figured I'd warn ya (It works for everything else, tho)
  3. Thanks! I remember back in ancient times KEES contracts would act strangely for me without using that specific container. Glad to hear that isn't a thing these days. Hold that torch high my Kerbal!
  4. Does the KEES Payload Container have some special functionality for KEES experiments or is it just an extra KIS container? The description implies some necessity to it, but there's no module glued on it that I see to differentiate it. Am I missing something or just being paranoid? Thanks for the awesome mod!
  5. Glad to see more parts being migrated over to the new stock look! But for the love of Kraken fix your BAM! game. There are more floating-point errors, memory leaks, and physics instabilities than potatoroids around Dres. I don't think many players would be upset waiting for a new update if the Devs could fully dedicated their time cleaning the game engine while the art team worked on updating textures and smoothing meshes
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