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Everything posted by UAL002
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
UAL002 replied to Nereid's topic in KSP1 Mod Releases
I'm not sure under what condition it happened, but some of my Kerbals got sent to a space station, the ride up there got them an orbital ribbon, when I checked later all four of them only had a docking ribbon from the transfer to the station. Orbital ribbon disappeared. Not sure how this happened. EDIT: Mission Summary also doesn't seem to show manually awarded custom ribbons. -
I definitely suggest coding a part-name and/or module cost exemption. May be useful for other unforeseen things later on. Also... allow you to also set a manual hardcoded final price for said part name too for the same reasoning. Maybe only 2 or 3 parts will ever use it, but you never know. But I assume you're waiting on .24 before you do anything. I don't blame you. I'll just hold off on my Armageddon style catwalk scenes. Afflek Kerman is grounded anyway... dental work.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
UAL002 replied to sirkut's topic in KSP1 Mod Releases
Well, what is it? Is it traverse-able on the inside? is it pressurized? is it full of mech? What is it intended to rotate? Is is supposed to be made of space aged Kerbal Composites or metal scrap? That would be a good starting point. Ideally though I'd say look at similar parts from other packs and see what their mass is. I honestly don't even know what the vanilla mass units are. They aren't labeled. Is it supposed to be tons or Kg? -
No fix i guess? Also, I just installed FASA launch towers, its pretty neat but MC makes the clamps cost a fortune, especially the launch tower, probably high mass and a command module. I was kinda hoping to make all the clamps including the vanilla one ignored by MC for cost purposes. I looked through the setting file but I might have missed it. Do you have a section in there to ignore certain parts, I could just manually add them. My reasoning is the clamps and towers would be a sunk cost, and reusable. I cant directly edit the Launchclamp module cost modifyer as the towers dont have that module, just the clamps. EDIT: wait, no they all have launchclamp module. I'll try making the multiplyer 0 EDIT2: no effect.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
UAL002 replied to sirkut's topic in KSP1 Mod Releases
I've not tried the kso yet. I think you sold me. Do you feel it fits in ksp well? -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
UAL002 replied to tobyb121's topic in KSP1 Mod Releases
We tried that Gaiiden, go back a page. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
UAL002 replied to tobyb121's topic in KSP1 Mod Releases
Can you make the hard drive data Eva collectable? -
[0.21.1] Flag Decals and Flagpole [New File Structure]
UAL002 replied to StarVision's topic in KSP1 Mod Releases
If you use treeloader, use my tree, UAL002, I added them. The tree is pretty close to stock otherwise, add some mod nodes and arranges some mods I use. Waiting for an update to treeedit. Too many parts to assign to nodes here. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
UAL002 replied to sirkut's topic in KSP1 Mod Releases
Minor issue, been there since before this crazyness. On reload my extending piston works but the model is not right. Are you aware of this? http://cloud-4.steampowered.com/ugc/3298073806227928754/0AC59F72E2D9601043340F536FA66BF4177E635E/ -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
UAL002 replied to sirkut's topic in KSP1 Mod Releases
Forget that last comment, I started a new game but carried over a craft built in 1.6.2. Guess Ill have to get inventive with my station. Thanks sirkut, looks like I'm good now. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
UAL002 replied to sirkut's topic in KSP1 Mod Releases
Starting a new game in 1.6.4 didn't even work. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
UAL002 replied to sirkut's topic in KSP1 Mod Releases
Heads up. I removed the 1.6.2 and installed 1.6.4 and have had NO change to the part floppyness. Is this what you guys are working on? I've never used or installed any parts other than the default IR parts included with the DL. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
UAL002 replied to sirkut's topic in KSP1 Mod Releases
I also had issues with the center of mass thing. If this patch didn't fix it, I have a vessel ready to launch, I'll take vid of it. I am certain 1.6.1 and 1.6.2 was causing it, as when I removed the IR parts on that vessel it stopped. Expect update in 4-6 hours. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
UAL002 replied to sirkut's topic in KSP1 Mod Releases
Damn straight. I'm looking forward to it. Got some stranded kerbals that need a rescue. In the mean time, I'll take to the skies in IL-2. Cheers. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
UAL002 replied to sirkut's topic in KSP1 Mod Releases
Awesome news. I think I broke my F5 key. I should go outside. EDIT: sikrut, do you expect a craft breaking update? Should I prepare my station? -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
UAL002 replied to r4m0n's topic in KSP1 Mod Releases
No, its works well. I do think TreeEdit could use some love. Resizeable windows, remap F5 key to something else, etc. Thank you for hosting my tree btw. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
UAL002 replied to sirkut's topic in KSP1 Mod Releases
Might want to make double sure on that. I had some weirdness in 1.6.1 possibly. I cant remember 100% -
Hey where can I find where the strings for the company names are in the random contracts? I have some Suggestions: UAL Inc. Interdiction Industries Keinar Fleet Systems Tuak Drive Yards KoroSuub Koronar Corporation EDIT: Question, if I launch a probe outside of a contract and happen to put a repair panel on it will the random contracts still see it? With this logic, could you say make a mission to construct a space station with a repair panel requirement and a minimum mass? Then, a random contract to repair the station, with conditions "repair panel" and vessel type "Station". And finally a non repair mission to resupply a station with only a vessel type "station". And bonus, have the random contract do a check of all manned vessel type "station", pick a random crew member and generate a "return this kerbal to kerbin" mission with random excuse "Family Emergency" "Sick" "Injured" etc.
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Sweet Jesus!