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Ironitaly

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Everything posted by Ironitaly

  1. Well, this beautiful mod I can't live without is now preventing me from playing also... STILL having issues with docking ports either A. being stuck together after undocking or decouple function, its fixable but you have to leave scene back to KSC then re-load the ship. OR B. Not docking with each other AT ALL! This is the worst part as now I have 3 kerbals stuck in orbit of laythe cause they cant dock with the fuel!!!!!! also struts and sometimes fule lines are wonky and some other minor issues, but this docking port thing is ANNOYING. So while I love this mod almost the most out of them all it is REALLY messing up my past couple weeks! I have also asked twice how to leave the mod alone but put my stock ports back in and no one has answered me.
  2. No one answered my second part of the question is there a way to "roll back" specific parts, like the struts due to the bug or the docking ports since they are not too pretty??? ALSO DON'T add the arrows back on the decouplers I always hated them and am glad they are gone now.
  3. I went back a few pages and haven't found this has anybody got broken struts from this???? On the second click the new struts are not even close to touching or attached to what I click on, Is there any way to go back to the old struts??? I love the mod but I need accurate and working struts.
  4. did this .90 update also fix the problem with ships gaining massive amounts of weight after re-loading them????
  5. I found that when you first go to launch it doesn't register you as landed...... if you go to space center then return back it registers you as landed then you can do the test. EITHER A. they actually want you to fly then land then test OR B. it's a bug.
  6. Guys, I fell in love with this mod but have encountered a game breaking issue. I built a ship and scaled a kethane tank and a couple other parts. Everytime I reload the scene (like go to space center, or switch to another vessel) my ship weighs more each time. after 2 or 3 reloads it weighs over 1000 tons and have NO power in its thrust at MINMUS!!!!! Currently I haven't even had a chance to fill it with kethane so even with an empty tank it keeps getting heavier and heavier. Please help me.
  7. Hey guys if you could make these 3 parts from this mod http://forum.kerbalspaceprogram.com/threads/69539-0-23-Stockalike-parts-for-useful-esthetics Paintable I would be ENTERNALY grateful. Here is a screen of the three I would love to be paintable... http://steamcommunity.com/sharedfiles/filedetails/?id=317512994 THANK YOU
  8. Ok so I used the fustek science module Model for the zoo and the spectrometer, I used the KSP science bay from .23 and added the science bay from this mod to it, then I used another part I found and made that the cyclone thingy. here are screens the big thing is the cyc. thingy http://steamcommunity.com/sharedfiles/filedetails/?id=245927902 http://steamcommunity.com/sharedfiles/filedetails/?id=245927934 But my zoo says no kibbal I looked over the code many times I don't think I missed anything also the other parts I changed model for from this mod work fine I just slapped it together and hyper edit it to orbit to test things as you can see I didn't mess with the kibbal storage pods yet and they are attached to the side of the zoo
  9. My zoo always says not enough kibble even though I have plenty, crew full, power ect ect ect. I never build up any bioproduct
  10. I am also trying to get it to work with kethane I unzipped the extra file it still wont carry kethane, what am I doing wrong?
  11. I am having a new problem recently with mechjeb. I am using dev's latest build 61. When I use rendevous autopilot it does some totally wonky things. It will either time warp WAY to much sometimes too T + 1 hour or more. Other times it will say the next burn is 4.7 m/s then procede to burn the whole fuel tank and place the rocket speeding toward minmus surface for a crash. Other times it will do BOTH. I have never had problems like this before anyone else????
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