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Sokar408

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Everything posted by Sokar408

  1. Don't your SCANSat.cfg overwrite the one currently in the Karbonite install? And if so, is it intentional that doesn't include the code from the Karbonite version?
  2. There seem to be a 2.2.2 version of ModuleManager in RemoteTech Dev version 49. Is this a legit version, or could it break all the mods using it?
  3. Hopefully it'll stay updated this time. I really can't believe KSP Devs still haven't given us a way to sort vessels and quickly find them. Keep up the good work
  4. So every since I returned for 0.24.2 every part in the VAB has is turned 90 degrees to the right when picked and placed. Its only a minor hassle to turn to back so, but still it seems odd and I'd like to have it be as it use to. In case I'm not explaining it clearly enough here is an example: If I picked the Command Pod Mk1, then the door is facing the left side of the VAB, instead of directly towards the camera. Hopefully that explains what is going on
  5. Damn, thought a simply cfg file would do But thanks man! Cheers
  6. While that is true, its still a half solution. I hate that so many games these days has to have self imposed rules in order for them to be challenging. Modding it at least helps immersion.
  7. How do I mod the game to award less science from mun and minmus? I'm so tired of being able to completely feel the science tree just from going there.
  8. This messes up KW engines badly by making the attachment nodes sit a good bit above the model itself. Anyway to quick fix this? (I have deleted the Tweakscale for KW, as a temperarily fix)
  9. I sense someone is playing EVE on the side huh Looks really awesome. If you haven't already are you going to give it its only Tech nodes to make it help expand on the already extremely inflated science system? (You can fill out all science simply using the Mun, a bit of Minmus, and contracts.. silliness )
  10. Does it somehow detect if Kethane is installed? Because I'm using a conversion mod to make this compatible with Karbonite, and I don't want the mod to sudden make rockets/stuff for free.
  11. I haven't added the extra files that removes them, so something is definitely wrong. I have reinstalled the mod 3 times, with 3 separate downloads, and still no dice EDIT: Nevermind, I figured out what I was doing wrong
  12. Is it on purpose that the engines doesn't have automatic stage fairing covers?
  13. Yes, Procedural Fairings and ExtraPlanetary. I'll try and copy the dll from this mod, into the other 2 mods. EDIT: It worked. Don't know if it'll .... up the game somehow, but I'm not getting the incompatible thing anymore
  14. I just, right now, started setting up my game for 0.24 from a fresh install, so yes I have both of those :/
  15. I get this when launching KSP with this mod: Incompatible Mods Detected Blablalbbalblalbalbla ... These mods are incompatible with KSP 0.24.2 KSPAPIExtensions Is it suppose to do that?
  16. I'm in the same situation as you. I have plenty of plans, but I don't want to start (I tend to stick to a save for 30-80 hours) if 0.24 comes out before I finish. An ETA at this point would be nice, even if the ETA is VERY spread, like say in Q3. A bit more transparency at this point would be great.
  17. I think this patch calls for the addition of letting "on-rails" parts actually land, if the vessel passes some sort of "deployed parachutes onboard in sufficient amounts". This would allow more staged rockets to be economical, as you could attach chutes and save them, even though physics might not be loaded for that staged part. Arguably it all depends on the recovery amounts, and the balance of the economics, but if this whole system shouldn't be completely trivial, then SSTO's as it right now, will be the "go to" lifters, even if it does require more launches. To strike a balance will be hard, but I think staged rockets should be allowed to at least in some capacity, save their staged parts if effort to do so is put in by the player.
  18. I hope you expand further on this. Good stock-like plane parts has sorely needed, these are stunning!
  19. Yea I just noticed something interesting. It seems to be depend on either 1. What part the strut is attached to besides the fairing (generator in KSPI mod seem to cause it all the time), or 2. Where on the fairing side its attached. Which I'm not aware of yet, but its good to know that there are workarounds
  20. Does anyone else have problems with fairing separation? Whenever I separate it seems like the fairings are swinging hard to the side rather then outwards. It hasn't destroyed anything yet, but its a drag having to "shake" off the fairings after separation EDIT: Alright it seems to be happening when the I strut the inside of the fairing sides (for example strut the payload to the fairing side). This wasn't an issue before, so I'm guess its bug. It happens every time I add any struts to the inside of the fairings, so its very reproducible.
  21. The second solution would be impossible, but the first is doable. I'll give it a try
  22. I'm a very recent user of this mod (was hooked on KW Fairings until they broke. I'll never go back!), and this update has me wet as october. Much appreciated, and I'll report any bugs I may or may not find
  23. Fractal do you have any plans to make the mining processes of the ISRU happen without being the active vessel?
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