Jump to content

Atlas Gaming

Members
  • Posts

    265
  • Joined

  • Last visited

Everything posted by Atlas Gaming

  1. Yup! Do not land any vehicles with this mod assuming shute will open as of Apri 10, 2019.
  2. That did it! - I did uninstall a couple of mods too, but I'm assuming this snip of code did it. Thanks - issue closed.
  3. Cheers, fellow Kastronauts! When building rockets if I turn on Advanced Options with the filters by size and subassemblies... once I do that I can no longer select any objects, nor get back to simple option... it is sort of dead until I go to another building and then come back... As long as I don't do the advanced everything works fine. I'm assuming it's some mod since I never used to have this problem when playing stock, but trying to uninstall and reinstall 50 mods one at a time is a pain, so if someone has had this and knows what the cause is, please let me know! I did fix another similar problem by going back to dx9 rather than dx11. But that may be unrelated.
  4. That was it! thanks! That part of the interface was not as obvious... I expected it to be in the game settings where most mods put it. But now I got it so good to go!
  5. Probably not a bug - but I can not find for the life of me where the settings for this mod is? Not in the game settings were other mods put it, nor from the 3 windows that pop up. I see what settings is supposed to look like in the game help screen for the mod, but can not find how to get at it. Please let me know what my dumb ass is missing here guys.
  6. CKAN won't install it for my 1.6.1 game. Let me try a manual DL... but why would CKAN not do it? I see it listed without install option.
  7. Hey awesome mod - so many useful additions to the game! I did run into one problem, not sure if its me or a bug. I was excited to see a 3 person science lab with 1500 storage but upon mounting it to my station and putting it full of scientists I discovered that it didn't actually process science. Tried different scientists - ones I moved out of my built-in lab, made sure it was the ONLY lab connected to the station, nothing worked... I didn't loose science and took it to another station with me, but was disappointed I couldn't use the awesome lab. Is there a trick to it? am I not doing it right?
  8. Hmm... I thought the lab was from KIS, Its the PXL-2 deep space lab module. It has an inventory for 3 scientists. Wonder what mod its from then.
  9. Hey awesome mod - so many useful additions to the game! I did run into one problem, not sure if its me or a bug. I was excited to see a 3 person science lab with 1500 storage but upon mounting it to my station and putting it full of scientists I discovered that it didn't actually process science. Tried different scientists - ones I moved out of mybuilt-in lab, made sure it was the ONLY lab connected to the station, nothing worked... I didn't loose science and took it to another station with me, but was disappointed I couldn't use the awesome lab. Is there a trick to it? am I not doing it right?
  10. Thanks for quick reply! That is exactly what I have set up - just different values - the issue I'm having is when the value goes through the trigger value during warp. Everything works fine if there is never a warp. What I'm trying to do is have the mining setup run while I'm away from it exploring the moon, so that brings up another question which may make warp issue moot. Do the sensors and triggers work when I'm away from that ship? If so then I need to get it working with the issue where it doesn't see 100% if that was hit in warp. If they don't work when I'm away, then no need to figure out the main question. Thanks!
  11. Love the idea of this mod. But I have run into an issue I can't figure out how to fix. I'm assuming not a bug, but rather my lack of experience with mod. I'm trying to use the electric charge trigger to turn on and off the ore drills. Off when low and on back on when recovered. But here is the issue. If I set the level of recovery to 100 on increase and the battery hits 100 during warp, when it goes out of warp electric is no longer increasing (but now decreasing) and nothing is triggered. I'm assuming that triggers are not checked during warp, but the problem is after exiting warp how should I set triggers to start drill? What I'm doing it's working.
×
×
  • Create New...