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vardicd

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Everything posted by vardicd

  1. Yeah, I suspect I was doing something wrong, or my pc wasn't copying all the files, somewhere between my 4th and fifth re-install it started working. So, sorry about the it doesn't work post. it does. I'm enjoying it a lot. thanks for your work on this. One thing I did notice, and I'm sure its not a bug, per se, but probably the way the MM config is written, the Mech Jeb radial case has 5 electric charge, 50 reserve power. That seems a bit off to me? If you made it that way intentionally, okay. Just seemed unbalanced to me.
  2. I can't get this mod to work in any of my existing saves, as I've just found this mod, and liked the idea of it. I can't get it to work In a pure vanilla game, if its added to a save already in progress. it works fine if I start a new game though. All the parts show up, just none of the functionality.
  3. Just an FYI here, rather amusingly, I noticed the other day that what ever paint the magnetometer boom is painted with, it has the exact same refraction value as kerbin's water. The extended boom, is invisible underwater. I found it amusing. Not reporting this as a bug, just for the giggle factor.
  4. I've been using it with no problems what-so-ever in 1.04 since 1.04 came out.
  5. Lol, be careful, set those tracks too high, and you'll get kraken effects when deploying the modules.
  6. So my Kerbal's just started earning 4th of July ribbons, for performing any mission on the 4th of July. Nice Easter Egg there.
  7. So ran into an issue, Every once in a while the large ore container will become offset, and look like its falling off the storage rack, even though its still connected to the craft, anyone else see this happen, or is it just on my end?
  8. I realize that, I've been up for about 19 hours now, had multiple windows open and posted in the wrong one, my bad.
  9. EVA manager and Toadicus tools are required files that make the stuff in the mod work, EVA manager covers the transmit abilities of your eva'd kerbals, and toadicus tools are important for, reasons I'm not familiar with, but trust me you need them.
  10. By the way, has anyone else run into this little glitch, where the info for all the antenna's is borked?
  11. I don't know, only just got home from work and saw the new A-D expansion, and haven't really played around with it, but honestly, I'm thinking of copying the stats for the DTS onto it for my self, and using it as a smaller mid range probe antenna, I hate how ugly the DTS looks on small probes. {I'll probably move the new antenna around in the tech tree, like all the other antenna's} Edit: Never mind, that new antenna is going to be just as awkward to put on probes. Not sure what I'm going to do with it now.
  12. Wait, this mod adds a science lab? How da hell I miss dat?
  13. I've been using KIS on 1.04 and haven't had any issues come up yet.
  14. I have a question, I'm using EPL, with RoverDude's MKS/OKS mod, and I know I need the plug in, mallet and survey stakes, but is the EL_MM config file needed as well? I only ask, because it seems to generate an extra hitchhiker pod as a survey station, which I never use, nor do I know what it's for, and I'd like to be rid of the thing, as I'm forever grabbing it, when I mean to use the standard hitchhiker.
  15. Will this work in 1.04? If not, will it be updated.
  16. I had issues with getting the Magnetometer to retract, it would extend once, then when I toggled it to retract it, it would just play the opening animation again. Something in the craft save file got borked, had to delete it, and rebuild from scratch to get it working, may have had something to do with Kerbal Construction Times recover active vessel function, as I noticed it right after I recovered and relaunched it. If you're seeing this without KCT, it might not be related. Try rebuilding your craft, or a whole new craft, and see if you still have the issue.
  17. I know that on the ground, if you don't hold the X button and just left click the part just falls away to the ground, does this not work in space? I could have sworn I did that... Edit: Nope, I went and rewatched my vid, I had to place it against the Kerbal, I didn't try to attach it, just drop it against my kerbal, which always seemed to work for me. Were you actually trying to attach to the kerbal, or just dropping onto the kerbal? Can make a difference.
  18. I don't know about FF ribbons, but it was reported elsewhere that changing game flags to DDS broke them, and they'd stop showing up in game. Part textures are fine, but not flags, and by extension, maybe, FF ribbons? I don't know, just reporting it.
  19. erm, just drag ventral drill folder into game data? or does it need to go with the other stock drill? Sorry if I'm asking what seems like a stupid question.
  20. It's okay, Its a small thing, If I go much farther along it breaks connection, I was just curious. It's not something that needs fixing if its working, I was just wondering.
  21. I have a question, I'm not sure if the line of sight Fudge factor is actually working. I have the fudge factor set to 0, yet I still get some relay connections to pass through Kerbin and other objects, when I feel they shouldn't, But I'm not sure if maybe the line of sight option isn't 100% sensitive to the actual surface of objects? Like, It can't tell exactly when the surface beaks line of sight, so it guesses? Pics of what I mean: Thanks for your time, and sorry if I haven't explained this clearly enough.
  22. okay, you asked for it. Toolbar, Active texture management, Adjustable landing gear, Antenna range, Awolf perfectrons, BahaSP[don't remember what this one is], chatterer, Community resource pack[i think not a mod by itself?], contract configurator[2 packs, anom surveyor and tourism], Crowd sourced science, CTN, actiongroups extended, DMagic Orbital science, Extraplanetary launchpads, Fieldexperience, firespitter, flagpacks[just flags, no possibility for conflict here?], GPOSpeedfuelpump, Heat control, Interstellarfuelswitch, JFJohnny5[2 kerbal command pod] Kerbal attachment system, Kerbal aircraft expansion, Kerbal construction time,Kerbal Flight indicators, Kerbal Inventory System, Klockheed_matian_Gimbal, Historian screenshot system, KSI hiring master, Mechjeb2, Mk2 Expansion, ModuleRCSFX, nearfuturesolar, Nereid's FF, Portrait stats, Precise node, Proc fairings, Ravien's temp gauge, Realchute, Scansat, SH_mods, Stage recovery, Stock bug fix modules, Temp gauge killer, Toadicus tools, Trigger tech's{alarm clock, alternate resource panel, and transfer window planner}, RoverDude's full USI catalog, waypoint manager, and that's the full list. Output log available on request.
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