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Ricksdetrix

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  1. Thanks for the patience guys. Here's the log: https://drive.google.com/open?id=0B5Ew9eLhmhcodDBWLUxWZ1ZDajg I did notice these crop up in the config file, if it saves you guys any searching. Going to try reinstalling the mod again now Cannot create config from file 'F:\Steam\steamapps\common\Kerbal Space Program\GameData\TakeCommand\ModuleManager\BetterCrewAssignment.cfg'. Config(@PART[*]:HAS[@MODULE[KerbalSeat]]:FOR[TakeCommand]:NEEDS[AutoAction]) TakeCommand/TakeCommand/@PART[*]:HAS[@MODULE[KerbalSeat]]:FOR[TakeCommand]:NEEDS[AutoAction] [ModuleManager] Deleting Node in file TakeCommand/TakeCommand subnode: @PART[*]:HAS[@MODULE[KerbalSeat]]:FOR[TakeCommand]:NEEDS[AutoAction] as it can't satisfy its NEEDS Cannot find a PartModule of typename 'TakeCommand'
  2. Hey I read the support thread but I have no idea how to upload a zip/config file, I tried copy pasting it into the message board but it just crashes my browser it's so large, what am I supposed to do?
  3. Hey, I'm having a strange issue: I can place kerbals in the seat in the editor but they don't appear in game. It's as though they're inside the seat like a regular command pod, I can transfer them to other seats but they still remain 'inside'. They also don't count as a source of control for the vessel. Further testing showed that a kerbal spawned in a seat can be transferred to a pod and walk to the seat and get in like normal, even if there is a kerbal 'inside' the seat. Not sure how to insert images but it pretty much just confirms what I wrote out. edit: nothing obstructing the seats, simply a structural piece with a command pod and an external seat with lots of space around each part. Cheers.
  4. I want the klaw to be able to grab the ground, like an anchor. That is all.
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