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Toyotawolf

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Everything posted by Toyotawolf

  1. So interesting question Nightingale, i have a funny issue where it seems and i think CC is the issue, but whenever i get an update to CC it wipes out my contracts that i have accepted or offered but i get to keep the money.....lol interesting but frustrating, is this a known issue? Should i be backing something up before installing new versions fresh?
  2. Yes that is the one for Behemoth, and sorry didn't notice dreamchaser was outdated, although it is being reworked. Also KAS is having issues updating
  3. So 2 requests and i know there is github, but i don't want to create yet another account for something i would rarely use. Behemoth rockets mod Dreamchaser mod
  4. So i'll ask the at least to me obvious question......whats the impact rating on this thing? how high can i drop it from? have any Kerbal been speared in the head in the testing of this product?
  5. Are there any plans to include an integrated shielded docking collar in the body section? Much like the mk2 mods have done? Would be cool to have a hatch open on top and dock to the station that way, much like the shuttles used to, maybe something hidden in the cargo bay, just spitballing here.
  6. Will there be CKAN support, cause DANG!!! this is great and soooo awesome.
  7. Would love to see the Mk3 tackled for an expansion
  8. Ay chee wow wa, my science was already hurting due to using RT and sometimes not having connection, sigh couldn't the adjusted science levels be put in like a Module Manger file for those hard core nuts that want it? you knwo the kind that use deadly re-entry, FAR and want more Columbia styled missions?......too much? sorry just frustrating.
  9. This mod is currently being reworked and from what Angel has said, it's future is still yet to be determined, HOWEVER you can go here and find a new mod that he has in development based on a lot of the gear in this mod, it is going to killer.
  10. Nereid love the mod, question, i converted all the ribbons to DDS and now they don't show up, is this expected? If so, will this mod support DDS eventually?
  11. Agreed, as a Canadian i would love to see some things like, put on the Canadarmor Kanadarm on the ISS etc. Lots of nations have contributed to space exploration.
  12. is there an easy way to build an exception file for all toolbar icons that one has in their mods? as opposed to going through every mod folder finding the icon and then putting it in the exception txt?
  13. I just looked and don't see it. What name would it be under?
  14. Yes and i get that thanks all i'm asking is about the next official release so i dont have to keep distributing files to friends on my server
  15. So i'm guessing others have encountered this where a whole whack of the endurance parts are under experimental rocketry, which doesn't exist in the tech tree. Is there a fix for this coming? Additionally the reaction wheel in the ring seems to be a huge suck on energy, making it difficult to use.
  16. i was the build of MJ, its fixed now, for whatever reason it wouldnt execute nodes, but when i uninstalled DMP it worked fine, oh well problem fixed.
  17. Latest dev build also fixed my man nodes not executing(ha ha i said man nodes, make the joke ha ha ok we can move on now)
  18. LOL awesome glad to see this is happening Angel, i look forward to testing the c$#% out of it
  19. Has anyone had any issues with MJ working correctly with this mod?
  20. Has anyone ever heard of MJ not functioning correct in Dark Multiplayer? For some reason it calculates the node to transfer to the MUN but it wont execute it Whats also weird is it kept turning my SAS off instantly when i turned it on with no nodes programmed, and under manual control, the odd part is MJ works fine in Single Player mode Ascent Guidance works fine, Landing Guidance works fine Although after trying to execute the Hohman maneuver and nothing happening MJ stops responding as expected and starts freaking out all the time
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