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Space Maintenance Engineer
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Houston, TX
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I'm getting an error for B9 for one of the parts... anyone else seen this issue? https://1drv.ms/i/s!AszZjw7kTT6zhIUtJ5UupXC4EfeasQ?e=mbUBje
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THis is from 3 years ago... but I'm getting the same errors in the current version as well. LOG https://1drv.ms/u/s!AszZjw7kTT6zhIUsdA5E2RsYcSymzA?e=PRmbRb
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[1.12.x] Near Future Technologies (September 6)
Atlas Gaming replied to Nertea's topic in KSP1 Mod Releases
FIXED: DLL was missing - reinstall fixed it. Anyone else having a problem with using Caps with Kerbalism? There are no controls to activate the CAP. I can upload log and all, but wanted to check first if anyone has seen similar? UPDATE: ok looks like the Capacitor interface window just never pops up. There is no way to charge or dischare cap. LOG KSP.log -
Just FYI the mod has a bug but 'sort of' works with Docking Cam that LGG is maintaining. That mods shows a KURS style camera from the center of the docking port out to do FPS style docking manoeuvres. On the parachute posts it seems to point out the side (like through the middle of one of the parachutes) so if you have time to take a look at why that is and hopefully move the center point on this port back to the middle that would be great. It just seems that whatever Docking Cam is using as it's location (could be the first or maybe last listed attach point?) is a parachute rather than the middle of the port and my guess is that there is probably an easy fix just by reordering the order attack point are listed. But maybe not!
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Possible bug on Chemical Plant I brought a plant set up for Water Electrolysis up to a station and when it was running, I noticed no water being generated... When I looked into details in alternate resource panel, I could see that when the water electrolysis was running, I was making 4 ec per second of electricity, and it was taking 2H and 1 O2 out of tanks. Somehow, the electrolysis is working as a hydrogen fuel cell but only putting out 5ec Log: https://1drv.ms/u/s!AszZjw7kTT6zg7J-fKjaCXfll5RzRw?e=cIU3Xt
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KerbalFunds: An easy way to add an amount of Science/Funds!
Atlas Gaming replied to kerbmario's topic in KSP1 Mod Releases
So for this to be more useful, here is my suggestion... add funds for 60 seconds, then subtract back out... that can be done with cheat menu manually, but would be better automatically... that way you get the funds to buy something, and shortly thereafter you have negative funds (or science) and you 'didn't cheat' becasue no new funds are in.... you just accelerated the use of funds by borrowing them...