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Apollo13

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Everything posted by Apollo13

  1. Wheels are still on the development agenda: Brian (Arsonide) polished off the tail end of the wheel upgrade. A good part of his time was spent verifying that many of the ‘kraken drives’ submitted to us by community members using the old wheels no longer function anymore. We regret to inform you that they are indeed fixed. Does this wheel fix also include a fix to the exploding landing gear?
  2. I hope one of the top bugs to fix is the exploding lander legs, which has been reported multiple time in multiple versions.
  3. I'll get that to you. Thanks. I've use DeepFreeze in the past. Essential for long planetary trips. I'll include images as well.
  4. Mod is broken for me I launched with the three-man DeepFreeze unit with one Kerbal in it. Upon orbiting, I did a QuickSave. A few minutes later, I did a QuickLoad of the QuickSave. The DeepFreeze unit flashed momentarily, then disappeared, along with the Kerbal. This happened on two different vessels, so this is not a one-off. Both Kerbals are now listed as Missing in Action.
  5. I have previously tried all your suggestions without success. I've found that I must return the Kerbal to the Winch to release the Connector.
  6. thanks for the responses and Wiki link
  7. My "HAbitat" has expired. What is needed for the Kerbal?
  8. KAS is broken. I detached a winch from a vessel, so now it's attached to the back of the Kerbal. However, upon approaching the Winch, the "Lock Connector" does not work. The connector is not transferred from the kerbal to the Winch. It's stuck on his back. I tried reattaching it to the mount point with "Plug Docked". Failed. I even tried entering a vessel to shake it off. No joy. EDIT: reloaded a QuickSave. The Connector is no longer attached, It cannot be grabbed; it's already deployed. I then grabbed Winch and stored in Kerbal's inventory. Then reattached Winch to vessel. The connector is now in locked position. I then "Grab Connector", and goes onto the Kerbal's back. Pressing the "Lock connector" at the Winch properly locks the connector. I then attached the Connector to an attachment port (Docked) on another vessel. Then, Unplugged Connector. Returned to Winch. Connector would not lock again.
  9. Glad to learn you are taking the decaying orbits seriously. I look forward to steady, stable orbits.
  10. Wonder why you crash in the VAB/SPH. I've never crashed there. You really may want to look at your mods; I doubt it is is a base game error. In the VAB/SPH, my only mod is EEX. Never crashed.
  11. How about fixing the exploding Landing Legs? Enough players are having problems, so it's not a one-off situation. Been around a long time, too.
  12. All landing gear is hazardous to your health. That said, 90% of the time, I land without incident. Also, wheels have problems as well.
  13. Ah yes,...the exploding LT-1 Lander Legs. Squad knows about the bug; it's been documented in the BugTracker. Bug has been around for many, many months. I have situations where a Kerbal bumps a leg of a landed craft and it explodes. Frustrating.
  14. Exactly correct, sir. Using the stock function, I place parts (batteries, MechJeb) inside other parts using the translation gizmo. I also use that gizmo to "slide" a nosecone and other parts down onto parts that would be exposed to the airstream.
  15. I still don't understand " Allow Part Clipping in Editors ". What exactly does that do in EEX? Does it mean placing parts inside other parts? If so, that's stock.
  16. Also, config.xml indicates the ZoomSelected key is NP0. That's also the delete key for the part. Finally, ALT-Z is PartClipping. What is that? I know what clipping is. How does it apply in the context of EEX? Thanks for updating this mod. For me, it is a MUST HAVE for one reason: changing the attachment mode with the T-key. Every other function is a nice to have.
  17. TWR of 1.55 is rather weak. I always have initial TWR of >2.0
  18. This is the Orbit Decay bug. It's been reported several weeks ago. Today, NathanKell of Squad took the lead to fix it.
  19. It's a bug with ALL wheels and landing legs. Been document in BugTracker for many months. Squad has no answer.
  20. I also get stutter. Only using 29 mods. It's an intermittent problem. Mostly happens at Mun and Minmus bases. Fps is 35+, then drops to single digits for a few seconds. Then back up to 35 FPS. Repeat.
  21. I use kData to display the active vessel parameters. My craft will be in orbit about the Mun or Minmus, and I watch the ApA and PeA drop steadily. I've also experienced the scenario 5thHorseman describes. @NathanKell thank you for taking the reins on the orbit bug.
  22. JPLRepo, Thanks for answering. Yep, I had a full-on brain fart. Of course it's a Unity 5 class, not PartTools. I feel like an...
  23. I've been a developer for about 45 years. When developing for Unix/Linux, I use a text editor (gVim), whether C/C++ or Assembler for apps or device drivers. When creating mods, I use the MS Visual Studio. As others have stated, it provides the functionality you need and doesn't get in the way. I don't know your development methods, but I prefer efficiency and expediency.
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