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Navyjoker2000

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Everything posted by Navyjoker2000

  1. Also with all scanners, you can’t set up in the action groups to toggle them on or off, etc
  2. It makes sense to me. How would you observe an observation if there was not a body with eyes to do the observation? I put a scientist in the telescope before running the observation as more of an immersion thing. Plus like I said, it makes sense for it to be manned.
  3. @Nertea, I know you said no further work is to be done. However, the Commutron 88 antenna always spawns extended even while retracted when launching a vehicle on the runway or launchpad (same issue that solar panel had) It is extended in the VAB/SPH as well even though it is retracted. So we have to extend it, then retract it and then the antenna will go in before launch. Is there anyway you can fix that? Hope it made sense.
  4. What about those people (including myself) that are not too savvy with code and patch lines, etc? Best advice is wait til it’s updated or no?
  5. What happens when you turn off tessalation? I am hoping it will prevent my bases from exploding when I load into them because they slam into the ground. Is the tessalation what makes the game think they are suspended a few feet above ground?
  6. I will have to figure out how to do that on steam. Not sure how to roll back but keep all my save files, settings, etc. and what textures would I look for? I really like the MK2 and MK3 expanded. So I will give your tip a try. I guess that would be a question for there thread in what textures I need to look for. Thanks!
  7. Thank you for the insight. I am looking forward to trying it. I have tried other part mods like MK2 and MK3 expanded mods and a lot of the textures are not working. The engines are all white and the docking ports are all white. Didn’t know if it was the case with this one as well. But apparently not! That’s great!
  8. Any plans on updating this mod to 1.12? I am sure you are working on your other projects in order of what’s most important for you. Im just curious though.
  9. Awesome, thank you I will post the log files when I get home. I’m on 1.12 fresh install.
  10. Something I notice while building a SSTO. When you use a MK2 expansion mod cockpit, such as the supersonic one and connect a stock Kerbal cabin like the MK2 4 seater one. In the editor you can’t put Kerbals in the cabin because the cabin doesn’t appear as an option. Only the supersonic cockpit is an option to put Kerbals in prior to launch. It’s like the supersonic cockpit cuts the rest of the craft off. Because when you try to auto strut to the heaviest part it only goes to the cabin it’s connected to and not the big fuel tank on the craft near the back. Any suggestions?
  11. The Aerospike engines, Mattock, and the MK3 one with two raptor looking engines that shoot blue circle flames. Sorry can’t remember the name of it. But the MK3 aerospike’s too
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