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Phoenix84

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Everything posted by Phoenix84

  1. This mod looks great. I have one question: If I manage to have parts safely land on the surface of a body that has the extra launchpad, can I recover it and reuse the ore? This would be great on Eve.
  2. I haven't tried 0.4.6 yet, but the struts in 0.4.5 seemed effective to me. Only downside was when I installed Kerbal Joint reinforcement yesterday, about half of them disconnected from the station. I initially panicked, as I thought my entire station had spontaneously disassembled itself. I had to EVA to grab all the struts. Upside is it doesn't look like I even need them anymore. :-)
  3. The fixed panels can be broken but not shattered. I've broken several. Even a kerbal jumping on it breaks it. The right-click menu says "Broken!" I'd love to be able to fix those. Until then, I bring spares in the storage containers (and scavenge off vehicles before deorbiting). How did you remove the kerbal helmet and get the orange jumpsuit? My Jeb, Bob, and Bill use the standard white one. I have the issue with both stack winches (the actual stackable one and the end stack one). Only the radials work for me.
  4. I just ran into that (in addition to other issues). That particular winch seems broken (which I didn't figure out until I needed it). Use a radial winch. Also, right now I can't interact with an item after a kerbal has grabbed it, making EVA useless. It seems to have started after I interacted with that stack winch. The best I can do is move an item that's already attached via the 'Attach' menu option, or store it.
  5. Thanks! I'm glad to help out when I can. I'll remove the hotfix now, so people don't get confused.
  6. Hmm, I also use kethane and haven't noticed anything. I make probes with the kethane scanner and the scansat parts (using alternate models). In fact I BARELY got a probe to Moho just now (about 1km/s dV shy, used probe's ion engine to finish capture), and proceeded to start scanning everything at once. Radar maps started to appear right away, and I could hear the kethane dinging. I turned on the grid and saw it filling in.
  7. Grab the latest build from Jenkins and copy it in. Link in first post. It works for me. Here's a image showing it: https://www.dropbox.com/s/tbr94w8houxg7fc/mechjeb.png
  8. Doesn't seem to. I recompiled the assembly (had to make a solution file, since that wasn't included in the source). The parts load, but the 'procedures' don't work. I get the original fairing look (small part when originally placed). It doesn't expand to fill the payload. At least it allows the ships to load though. Here's what I mean: https://www.dropbox.com/s/tbr94w8houxg7fc/mechjeb.png
  9. It looks like there are compile errors due to science changes (unless the tip of git is bad). I don't know enough about modding KSP to do anything (this is the first time I've compiled a KSP mod). For reference, the errors I'm getting: SCANsat.cs(14,15): error CS0535: 'SCANsat.SCANsat' does not implement interface member 'IScienceDataContainer.ReviewDataItem(ScienceData)' SCANsat.cs(14,15): error CS0535: 'SCANsat.SCANsat' does not implement interface member 'IScienceDataContainer.IsRerunnable()' SCANcontroller.cs(293,9): error CS1729: 'ScienceData' does not contain a constructor that takes 4 arguments SCANsat.cs(249,54): error CS1729: 'ExperimentResultDialogPage' does not contain a constructor that takes 9 arguments I was hoping to get it recompiled tonight, as this is the last major mod I'm waiting for to use 0.23. I'll fiddle around and see if I can figure it out. Maybe I'll just rip out the science (I'm playing sandbox). EDIT: It looks like redistributing is allowed, as long as source and license are included. EDIT2: Here you go! -link removed since build5 is posted- Take the ScanSat.dll from the 'build' directory and replace the old one. I don't know the redist rules on the other binaries in that directory, so I deleted them all (including Mono and Unity assemblies). Note, I am not the original mod developer, don't report any bugs with this to him. I'll try to check back and remove this link after build 5 is posted. For reference, I modified SCANcontroller.cs and SCANsat.cs. I haven't tested actually scanning, but my old maps showed up. Also be wary of using science with this. I haven't tested that.
  10. I'm looking at the code now and it doesn't look like there's anything specific in there, although I could easily miss something. I'm waiting for KSP 0.23 to download so I can recompile it.
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