Admiral Naismith
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Thanks, I hadn't realized that the github download would be different. It works just fine now and does exactly what I hoped it would, thanks for making it
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I've been wanting to get this mod working, but I think I either am installing it wrong, or using the parts incorrectly. I downloaded it manually from github and just used the manual install instructions, but I think I may have have missed something - has anyone recently tried this and had any success? I would have installed it from CKAN but it seems to be gone from there for some reason. So far, when I try to use the parts, there is no option to anchor them when they touch the ground. Am I actually meant to place them with EVA construction instead? Or do they not work when attaching them to pistons or something? I have noticed that the attachment node on these parts is upside down, could not using it have something to do with it? Would appreciate any suggestions!
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You want me to do what?!?
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[1.12.x] ForScience! - Your science autopilot.
Admiral Naismith replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks for responding, good to hear there is some hope I guess for now I will have to keep uninstalling/reinstalling it - maybe it will work better with a science lab though... -
[1.12.x] ForScience! - Your science autopilot.
Admiral Naismith replied to linuxgurugamer's topic in KSP1 Mod Releases
Excellent mod that makes science much less tedious, though I did find a few issues. First, it seems to use the EVA experiments kit at every opportunity, including when it does not exist (or has even been researched). Also, it automatically dumps duplicate experiments even when there are plenty of science containers to hold them all. Even the option to just leave them if they don't fit would be nice (turning FS off works, but it just turns back on when you switch vessels and then all is dumped again). If these things could be fixed/adjusted this mod would be perfect! Any chance of that happening, or are you only maintaining it @linuxgurugamer? -
I know this kind of thing has been mentioned before many times, but there don't seem to be any up to date mods right now that add more fuel tanks that contain only liquid fuel (I would prefer not to use any fuel switch mods). I was even thinking of just trying to add those myself, but I would like to see if maybe this is something already available that I haven't found - and hopefully with different textures to the stock LFO tanks. I'm particularly looking for adapters, though other types of fuel tanks for liquid fuel would also be nice. Does anyone know a mod that just adds those types of fuel tanks as new parts and works with 1.8.1? Thanks!
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It seems to me that it would be useful to be able to predict what biomes you will encounter and when in a stable orbit. For example, I like to collect orbital science by sitting in a polar orbit and waiting for all the biome encounters, but this gets tedious, especially when waiting for small biomes like the Mun canyons, and too much timewarp makes it easy to miss those (even when using a mod that stops timewarp on a new biome - the encounter is too small and gets skipped). If there was some system to map out future biome changes on a timeline (or on the orbit) that would help a lot, and would be even better if there was a way to search for when a specific biome encounter will occur. I think that this should be possible, though I'm not sure how much work it would take to implement. I doubt we would get this in stock anytime soon, but does anyone know if there is a mod like this? I tried searching for a mod that does this, but either I'm using the wrong terms, or it just doesn't exist.
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Admiral Naismith replied to nightingale's topic in KSP1 Mod Releases
I think I may have run into a bug with this mod. I'm playing career mode with version 1.8.1.2694 and both DLCs, and just came across this mod and installed it. I immediately noticed that waypoints of completed contracts would no longer disappear after the task was complete, and I see no way to remove them manually, as they can't be deleted like custom waypoints. Even worse is that these waypoints persist when loading a game, even though the game was saved without them. I tried saving, accepting a contract, then quick loading when I didn't like the positions of the waypoints (I did this in flight using the CapCom mod), and the waypoints stayed after load, even when the contract was declined. Repeating this generated even more identical waypoints on top of each other. Fortunately, exiting the game entirely (not just to the main menu) does fix this, but it is an annoying workaround. Is it possible there may be a mod conflict? I'm also using Contract Reward Modifier, Contracts Window +, and CapCom (access contracts in flight), but the problem only started when I added Waypoint Manager.