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8749236
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Spacecraft Engineer
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Don't worry, Squad will soon kill this mod too! Probably in next update..
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Also it disables at least some antenna and prevents them from transmitting science report... and disable their ability to extend/retract as well.. (solar panels are disabled as well, but they are irrelevant to RT2.. maybe that is not RT2's fault..) Tiny menu on bottom right of vessel map view or bottom left of tracking station had also disappeared.. Glad it does not lock up vessels this time RT2 is just way too clean in 1.0.5, can't even find a hint for it, this looks like a clean separation... I guess there is a mechanism in RT2 which automatically disables itself if version of the game is inconsistent with the one it carries (the version number that the mod was designed for)... If that is true, then that is a very good feature IMHO since it prevents the outdated mod from breaking your saves.
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[0.25] Orbit Manipulator Series (Updated March 12 2014)
8749236 replied to HoneyFox's topic in KSP1 Mod Releases
Is there a standalone mod whose purpose is solely enable ion engine to fire while time warping? -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
8749236 replied to DuoDex's topic in KSP1 Mod Releases
It seems like there are only VERY limited reports defined in the downloaded component of this mod.. I have only seen at most 2 different report per report type; maybe I am wrong.. there are lots of reports hiding some where.. but I havent seen them yet.. I tried space, water, grassland, runway, they all seems only giving me very limited and repeating reports most the time I thought there maybe a separate link which i missed which has bunch of customized reports in it.. But I havent been able to found one.. does anyone has such config file or link to such config file? Or this is simply a mod where no one is allowed to publish such config file and we are basically stucked with those existing reports unless we spend some boring time to write our own? -
Two advNuclearPropulsion Node? I noticed this problem after installed Mod: Atomic Ages.. The ModuleManager's Tech Tree config file apparently will generate two "advNuclearPropulsion" node.. Therefore I can get same part by researching either one of them, but one of them is MUCH cheaper.. Is this a bug? I have attempted to delete ModuleManager.TechTree file under root/GameData folder; which did not work..
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Drag & Drop causes lag? For some reason, when I attempt to click on an item, game first freezes for 1 second, then the click is handled.. This lag occurs no matter the item I was clicking is a rocket part, or a items that is provided by KIS.. after this mod is installed... Is this a possible performance issue in KIS? Anyone getting this, too?
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Same question, but no one answered me last time (or I have totally missed it). If I want to change a part's cost when a button (KSPEvent) is clicked, how do I do that? [KSPEvent(guiName = "Quality ++", guiActive = false, guiActiveEditor = true)] public void AddCost() { // Doing something useful or not-so-useful.. } My current way of doing this is using GetModuleCost: public float GetModuleCost(float defaultCost) { // Seems like default cost is always 0.. //this.Log("Default cost: " + defaultCost); return this.GetExtraCost(); } But, sadly, that way only works iff I detach the part and re-attach it.. So, my question is, how do I change the cost right away when the button (KSPEvent) is clicked? And please, don't ignore me this time? Please!?