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Tubal

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Everything posted by Tubal

  1. I started using this mod last week, it's interesting so far I'm getting quite a few kerbals now though, would it be possible to sort the health report by header? Time left and ship name primarily. It's a hassle to plan crew rotations as it is
  2. I wanted to use a large direct antenna to communicate with kerbin, and small relay antennas to spread the signal in the Duna system, but apparently that does not work.
  3. Well chucks... Thanks for the answers though. I guess my mission to Eve is going to need some new plans!
  4. It can't use the relays and direct antenna in combination?
  5. So I was going to be clever and make my Duna mission have both a relay satellite and a probe with an experiment storage unit that could return to kerbin. For some reason though, when I detach the probe to send it back it immediately loses connection. The relay satellite has control, a connection and both a direct dish and smaller relay dishes. The probe has a small direct antenna (Communotron 16-S), power, probe core etc, but it doesn't connect to kerbin. If I bring up the map view when they're detached I can see a network line between the ships, and one going from the relay satellite back to Kerbin. If I hyperedit the probe back to kerbin orbit it connects. What is going wrong?! Going crazy over here, thanks for any help
  6. Flexible Docking: http://forum.kerbalspaceprogram.com/index.php?/topic/108704-11x-dmagics-modlets-latest-modlet-flexible-docking-wip-release-v04-7-8-2016/ Incredibly useful for ground bases obviously. They're only flexibly before docking btw, when seeking out a partner. It's rigid after docking.
  7. That absolutely worked, thanks I loaded up the mun base and the modules I had placed docked themselves while I wasn't watching http://steamcommunity.com/sharedfiles/filedetails/?id=842371915 (these were using flexible docking ports)
  8. I can't get the corridor docking ports to dock with stock ports, or other mod ports. Is this intentional? They dock with each other just fine, both on land and in space. I've tried rotating them all angles, reinstalling the mod, uninstalling all others etc. Not sure what else to do.
  9. AutoLoadGame seems to be incompatible with this mod for some reason The "new" white Robot parts all disappear, but not the structural ones, the landing foot and some others. They're in the research tree but not the build menu. The older style hinges and things appear in the build menus, but don't work and the IR Editor Window doesn't appear. Pity since I love AutoLoadGame Edit: I should note that I have a bunch of mods (39), and it's the only one that does it.
  10. Eventually I resorted to removing all other mods, and still the same result :/ Quite strange.
  11. They should still appear in the build menu. And I did try unlocking one from the tech tree, no change. :/
  12. Whelp, people seem to get it to work, so I guess it's me or my setup that's causing my problems >.< Here's a screenshot of the folder structure, the tech-tree and what I get in the VAB: https://dl.dropboxusercontent.com/u/69730802/Games/NoMagic.jpg And the log just in case: https://dl.dropboxusercontent.com/u/69730802/Games/KSP.log As you can see I get all the parts in the tech-tree, but only structural parts and for some reason the landing foot and magnet thingy in the VAB. I'm installing IR-2.0.7-Final-Core first, and then Rework_Repack_1.1.2, although I've done it backwards and forwards a few times now just in case. I've even installed over the ckan version. I now have KSP version 1.2.1 I believe, but I got the same problem with 1.2. Tried both 32 and 64 bit versions. What am I doing wrong o.O
  13. Thanks! It seems to work, but I get the same problem as the captain though. Guess I'll wait a while
  14. I really need to make a forklift for a botched base landing, any news on a 1.2 update?
  15. Does competition mode actually make the planes go in opposite directions? Seems like they just circle around randomly until they drift apart enough. Not a huge problem but it takes a little longer than necessary to start one up. Makes a difference when you're iterating through designs Edit: New update seems to have improved cannon use a lot btw.
  16. I'd love to download this, but kerbalstuff just shut down
  17. Thanks Seems to work alright? Not tested it a whole lot yet.
  18. I would like an 1.0.5-compatible version too The above link doesn't work anymore btw.
  19. Has anyone else had the navball screen break with the lastest RPM patch? It's just a black area now. http://steamcommunity.com/sharedfiles/filedetails/?id=477771625
  20. Maybe this has been asked before but can you put RPM screens outside the vehicle? So you can have readouts while in EVA, for rovers etc.
  21. Is it just me, or is the navball in the middle upside down? Nice to see that the work is proceeding
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