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Mokmo

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Everything posted by Mokmo

  1. Although the change log says it's 1.1.1, pages says it's 1.1... Guessing the option wasn'T available at the time, right ?
  2. So not having the animated decouplers, would it be why i don't have decoupler options anywhere in the VAB ?
  3. Space Station, i'm about to remove one of its arms to change a configuration. The arm won't undock from the station, but the tug i brought will undock from the arm. I tried undocking the tug far enough to easily catch the arm, but the arm still won't undock. It sounds like an old bug KSP has in general: the docking hierarchy get too far and goes bonkers... Any solutions ?
  4. I have found a bit of an issue with your Remotetech patch. You are using FOR[RemoteTech] instead of NEEDS[RemoteTech]. This creates a condition where ModuleManager sets Remotetech as True then applies the patch to both antennas (most obvious result is removal of manual folding/unfolding), but also others that have a RemoteTech patch. I changed FOR for a NEEDS and it now works fine both on your and the other antennas (Contares). It might change some of the modifiers inside the tags if RemoteTech is installed, but i was looking at making the antennas work like stock ones. They Do.
  5. Question: After looking into my logs, another mod is using "FOR[RemoteTech]" and the "Non-DLL mods added (:FOR[xxx]):" has it listed. Does it mean the patcher now assumes RemoteTech is there ? I might have found my issue
  6. Took the liberty to ask about it in the ModuleManager thread, what little i know of Modulemanager scripting wasn't right. EDIT: And hour later, your patches are fine, it's the patches of the Origami antennas that uses a FOR instead of a NEEDS. It created a condition where the Remotetech patches were applied.
  7. I don't know if it's ModuleManager or the patch's syntax, I loaded the 1.1 antenna pack from Spacedock and somehow, even though i don'T have Remotetech, the patches decided to apply themselves to all the antennas, removing the stock transmitter modules and then putting the non-installed ModuleRTAntenna in its place. Removed the patch, whole thing works fine.
  8. I'm trying to understand a thing, patch has this: @PART[S_HAHM_P]:NEEDS[RemoteTech] { !MODULE[ModuleDataTransmitter]{} @MODULE[ModuleAnimateGeneric] { %allowManualControl = true } %TechRequired = precisionEngineering %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 60000000 %EnergyCost = 0.1 %MaxQ = 6000 %DishAngle = 3 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 0.5 } } %MODULE[ModuleSPUPassive] {} } But RemoteTech isn't installed. Looking into alt-F12 menus, i see that the patch was applied even though the condition wasn't fulfilled, and yes i did reverify that RemoteTech wasn't there.
  9. I'll try to get more info, will get back to you probably tomorrow on that
  10. I'm having a bit of an issue with the 7.5m, 5m and 3.75m port. Seems the "Enable/disable staging" aren't working. The configs are similar to the stock ports that work.
  11. I'm not too sure how the new stock search function works, but searching "peng" doesn't show any of the penguin engines, but searching "P1" gets the penguin every time. Same thing for the ratites, moa, kiwi. Is it missing some config ?
  12. Z-Map Satellite launch kit has no attitude control It flies fine in atmo, but once in space... No reaction wheel. At all.
  13. LAst week's devnotes announced it, didn'T expect a kerbalized Das
  14. He's supposed to be at Squad HQ for a special stream.
  15. I surely hope that Twitter hype building is for the release and not "oh btw it'll be in VR when it releases" But VR would be awesome, if i had it
  16. BIG HEADS UP FOR THE DEVS I just got a mod-update e-mail and the "to" field has over a dozen adresses visible. Seems your e-mail is misconfigured.
  17. Thanks for your great work and letting other people take over @SirCmpwn, i hope the new guys will acknowledge your priceless contribution. I'm ready to see some simple ads on the site, Google's tend to not have too many surprises on the user side (even less now that they're pushing for the ned of Flash), it might not cover everything money-wise, but it'd help...
  18. My only issue with the set happens when i add the Mk4 single Adapter to the stack, there's a bit of offset that will mess up the balance of the stack. Happens on all fuel variants, full or empty.
  19. I guess tracking missions is somewhat complicated...
  20. Just a quick thing, not quite sure how the mechanics work: "Orbit Kerbin for a whole week" uses the first manned ship launched after accepting the mission. Problem is said ship is now the core of a station around Minmus and can't come back home at all without some serious in-orbit modifications... (i'm alt-F12-completing it now, i'll be more careful next time i guess, but yeah there's a ship landing right now that fills all the criteria yet no completion...)
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