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Everything posted by brusura
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I have no such option with right click "Disassemle Part" how? http://imgur.com/QZrJAb6 http://imgur.com/XnKijOD
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is there a way to remove a broken "Gigantor XL Solar Array" ? I can not remove and I can not store the ground pilon in a container because there are 2 parts attached to it ( those broken solar panel )
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
brusura replied to ObiVanDamme's topic in KSP1 Mod Releases
Like a lot the new changes! Good job... so if I understood it correctly one is only limited by the volume of inventory for building things? ( I need bigger KIS containers ) Anyway I think there is a problem with some parts ie "Mk0 Liquid Fuel Fuselage" is not showing in the workbench ( also all MK2 fuselage tank ) -
And how many of so said moronic bugs you did not even know of their existence because maybe the same lot of people were doing their thing? You do not know anything and still say that people should be ashamed, you look like a lot a boss that do not know what their co-workers are doing...
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
brusura replied to cybutek's topic in KSP1 Mod Releases
Thanks @Padishar , yeah for celestial body does not make sense...maybe... it would very usefull if one could target a specific point on the surface of said celestial body .... ops look like I'm going to ask for a new feature: Ability to target an arbitrary point on the surface , ok ok I go away now xD -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
brusura replied to cybutek's topic in KSP1 Mod Releases
Hi @Padishar coud you add Latitude and Longitude of selected target in rendezvous ? Thanks -
@ShotgunNinja I have two request if you think could be added: 1) Keep the the vessel monitor open while overing the mouse inside its own windows wihtout the need to pin it by clicking on the icon in the applist 2) Lock input inside UI windows , ie when scrolling the details of a vessel the scroll also zoom the view Thanks
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
brusura replied to ObiVanDamme's topic in KSP1 Mod Releases
@bice that is strange I have both 1.2.11 and nadvomm version and everything works fine, wich mods do you have installed? I have a question for @nadvornm and @ObiVanDamme what make a part able to be built or recycled? For example I can recycle a RE-L10 "Poodle" but I can not built it ( at least is not showing in the list ) PS: also the robotic tab in the buld interface is empty even if I have installed robotic parts Thanks -
@MSD with your mod installed dunno why but key B is mapped to RCS_TOGGLE when kerbal are in eva
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It is not the first time that members that are contributing a lot to the game with their mods get forgotten during the process...luckly since you are on board this is not the case
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[1.2.1] SimpleConstruction - Stock rocket building v3.3
brusura replied to MatterBeam's topic in KSP1 Mod Releases
Uhm need to save it first as a ship or sub ? I see the workaround , but it would be nice to build single parts from a list -
[1.2.1] SimpleConstruction - Stock rocket building v3.3
brusura replied to MatterBeam's topic in KSP1 Mod Releases
Can I build single part? -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
brusura replied to ObiVanDamme's topic in KSP1 Mod Releases
Look like the problem with the recycler has been fixed, thanks -
Thanks will try switching back to pod
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I have made a video to better explain myself, sorry for my awful english .-. I want to move the capsule but the cable keep extending
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Mmm I mean using a kerbal walking on eva towing a craft
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can I tow another craft ( small craft ) with a kerbal? I have attached a winch to the craft and with the kerbal grabbed the cable but this keep extending , I tryed the lock function but I think it is not what I need
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
brusura replied to ObiVanDamme's topic in KSP1 Mod Releases
Solved all the problems except the recycler that go in negative numbers -
[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
brusura replied to IgorZ's topic in KSP1 Mod Releases
This mod and eva follower is a must for base building with KIS -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
brusura replied to ObiVanDamme's topic in KSP1 Mod Releases
UDPATE happens also with stock install and KIS_v1.2.10 OUTPUT_LOG http://s000.tinyupload.com/index.php?file_id=60388466297130620349 SCREENSHOOT -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
brusura replied to ObiVanDamme's topic in KSP1 Mod Releases
Hi @ObiVanDamme I am having some issue when recyling or building, the recycling stop at some point while building reach 100% but the object is not finalized, also I dont see all objects I can build but onyl some from KIS and KAS like the pylon, both cases I get this in the log ( my log is 89 mb due to some NRE spam by far and kis, if you need the full log I'll make a clean version without trigger the far-kis NRE ): ArgumentException: failed to convert parameters at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at Workshop.KIS.KIS_Shared.GetPartVolume (.Part partPrefab) [0x00000] in <filename unknown>:0 at Workshop.WorkshopUtils.HasFreeSpace (Workshop.KIS.ModuleKISInventory inventory, Workshop.WorkshopItem item) [0x00000] in <filename unknown>:0 at Workshop.OseModuleWorkshop+<>c__DisplayClass47_0.<AddToContainer>b__0 (Workshop.KIS.ModuleKISInventory i) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Workshop.KIS.ModuleKISInventory].MoveNext () [0x00000] in <filename unknown>:0 at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Workshop.KIS.ModuleKISInventory].MoveNext () [0x00000] in <filename unknown>:0 at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Workshop.KIS.ModuleKISInventory].MoveNext () [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[Workshop.KIS.ModuleKISInventory].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[Workshop.KIS.ModuleKISInventory]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToArray[ModuleKISInventory] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at Workshop.OseModuleWorkshop.AddToContainer (Workshop.WorkshopItem item) [0x00000] in <filename unknown>:0 at Workshop.OseModuleWorkshop.FinishManufacturing () [0x00000] in <filename unknown>:0 at Workshop.OseModuleWorkshop.ProcessItem () [0x00000] in <filename unknown>:0 at Workshop.OseModuleWorkshop.OnUpdate () [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Workshop.OseModuleWorkshop:OnUpdate() Part:ModulesOnUpdate() Part:Update() MODS LIST: ModuleManager.2.6.24.dll BetterBurnTime BoulderCo CommunityResourcePack Diazo EasyVesselSwitch EnvironmentalVisualEnhancements FerramAerospaceResearch Firespitter KAS KerbalEngineer Kerbalism KerbalJointReinforcement KIS MagicSmokeIndustries MemGraph ModularFlightIntegrator MSD PreciseManeuver Squad Trajectories TriggerTech Workshop -
#IgorZ must read minds
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[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
brusura replied to IgorZ's topic in KSP1 Mod Releases
Thanks @IgorZ I was looking for this functionality for so long Now building a base is no longer an annoying random switching -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
brusura replied to cybutek's topic in KSP1 Mod Releases
Hi @Padishar I have a request that is out of the scope of this mod... I have used a lot your rendezvous module also as a way to quickly find vessel and switch to them ( across the whole space or in the same physic sphere while building a base... very very very useful ). I have been using this function instead of the other specific mods for this task ( ie targetron ) , what I am asking you is ,if you could implement a right click option on vessel/eva/debris that are nearby ( ie 200m ) to switch to that craft. Thanks Ok, look like just yesterday @IgorZ did it