Jump to content

alien_wind

Members
  • Posts

    72
  • Joined

  • Last visited

Everything posted by alien_wind

  1. the "going to orbit" part was anecdotal. but I can empty as many times as I want the kerbal's eva propellant and refuel and the jetpack stays full I guess it's a bug
  2. I'm not sure if it was mentioned here before already but does the eva canister supposed to be infinite? because it says on it that it has 10 eva-propellant but if I do the "refuel" action it does not decrease the amount.. I can get a kerbal to orbit with this no problem on mun or minmus
  3. wait is the wolf an update into mks mod or a completely separate reboot on colonization and ls?
  4. finally part series to reduce part count lag in mega bases!! after a while my bases just become tundra parts stack of lag. so happy and great work!!,what you're doing for this game is just amazing.
  5. if all you need are connection there are kas links and winches they work fine(no matter how you squeeze a kerbal through one )
  6. the new duna base I started a month ago is called "oppy base"(not that original.. I know)
  7. I did it with no problem and I've seen a lot of people that had problems with the update and reported it's fine after downgrading anyways if you're worried just backup your save before the downgrade
  8. I searched a bit and I'm still not sure how to: A. condition mm to add stock iva if iva missing B.add stock iva with mm a hint in the right direction would be greatly appreciated
  9. it's not really important for game-play and involve a lot of work in design so I totally understand the missing iva's in parts. but still,I would really appreciate if someone has a basic iva placeholder for the mks parts that are missing iva view it gets old seeing a black rectangle instead of a kerbal after a while
  10. does anyone else has the problem where the "lights" button in the ui disappear for some reason in the ranger agriculture module? (it is maybe related to moving it around with kas but I'm not sure) also I noticed "uiWriteLock" is True in "ModuleLight" even if I change it to False manually it changes back -edit- it got even weirder: pressing "make plant growth study" returns the light button so I guess there's kind of a fix for the bug I just wondered if anyone else got this bug so we can figure out what's causing it
  11. I noticed when fast forwarding in ksc the antennas rolling around and I wonder do they track something specific
  12. yes I mixed up the part's mod flexotube is not related here sorry
  13. also after updating to kas 1.2 can't link/unlink flex o tubes. and when loading craft in el the ui goes blank for me too. all fixed when downgrading to kas 1.1. I'm not sure where is the right github pages to report the bugs related to this update.
  14. well it came out presumptuous, it wasn't a demand just a no-brainer. if I was any adept in c# or moding I would do it myself
  15. well surely there should be an option in settings to remove the button and backups to reduce resource consumption
  16. ooo I thought it's just my save that is screwed up! it seems that after mks last updated it stopped performing maintenance(oddly enough it does continue on doing maintenance on the nuclear fuel plant)
  17. it's a known bug and can be fixed with a simple cfg file edit like here:
  18. I'm not sure what action is taken when you choose "restore manuver node" in the alarm
  19. did anyone else encountered this behavior : after a while(I'm not sure when it started or what caused it) some materials in the "kolony inventory" tab just stopped showing up info(like there's no amount of it and and no input/output of it) even though I can see that there is that material onboard. when I change other containers to be of that material that stopped working it shows up again but which containers stopped responding is just random. I tried to compare part data in the vessel in the save between a container that is working and one that isn't and I see no difference in amounts/modules -edit- after completely replacing my kontainers the inventory functionality returned but some materials didn't only after I destroyed all the kontainers of that kind that we're before mks update then it showed again the actual amount of material so it seems somethings in kontaier data got corrupted in mks update also: disabled kontainers caused this problem it seems it doesn't scan the kontainers aboard for true amount and multiple kontainers of same material get it confused (I should make emphasize that not all old kontainers got corrupted,I think only the active ones got corrupted in the update)
  20. yes,I checked specifically.the reactor works fine it sounds like you just don't have enough radiators also make sure you're using the extendable ones the panels only work on close parts
  21. well I seems like a bug to me when the required xfer not match the drills slots count thnks yeah well I don't useally like moving things around in configs but it really feels like a bug to me so I did it worked like a charm
  22. was this bug ever fixed? because I encountered the same behavior with the latest release
  23. I'm not complaining. I was just figuring out if black windows instead of kerbal icons is expected behaviour
  24. are there mks parts that are missing iva?(maybe orca,training academy,medical bay)
  25. o I'm sorry I thought you we're activly developing it. I would have happily go tinto the source code and try to add it in but a.I never wrote in c# b.I don't have the slightest idea how all the dll and modules mods work in ksp
×
×
  • Create New...