Jump to content

futrtrubl

Members
  • Posts

    673
  • Joined

  • Last visited

Everything posted by futrtrubl

  1. I thought they didn't even release 64 bit KSP 1.0 on Windows. We don't mean that playing on 64bit Windows is disabled or unsupported, we mean the 64bit version of KSP ON windows.
  2. That could be down to a version conflict in KSPIExtensions then. Some poeple have said it is not supposed to work but it has worked for others, replace them with the current version. Are you saying that both mods have a launchpad.dll? That is something that could cause problems for module manager.
  3. That's not quite what I meant. You can do it that way, or you could just change the speed at which the turn starts.
  4. There are now two turn start parameters, altitude and speed. It turns once either of them is met. So if you are hitting the speed well before the altitude then changing the altitude won't have an effect unless you change it enough to occur before you reach the speed.
  5. I don't think it should be disabled just because it's difficult. If they can do it good on them and they should be rewarded handsomely. Just don't give them a commensurately large advance that they could abuse as a loan for other missions. That way they only take it if they feel they are ready for it.
  6. Yup, known issue. Will be fixed in the next version. It hasn't been overlooked.
  7. Sounds like an install issue or another mod without configs. Can we get a screenshot of your GameData folder?
  8. Unless you have write privileges to the project a pull request is a change waiting for approval. - - - Updated - - - Ahhh I thought those were the quirks that needed solving.
  9. RoverDude has stated that the mod is the way it is so that he doesn't put supplies everywhere. But it looks like you have solved it for yourself.
  10. Adjustable Landing Gear... maybe something with more cockpits... Better Buoyancy for when things go wrong ;']... navHUD, for a glorious HUD... Aviation or Surface Lights if you are into planes... if so then Pilot Assistant too... for rockets Procedural Fairings are so much nicer than stock ;'] - - - Updated - - - Even with that you would still get posts in the wrong threads and Ferram would have to then go between all the threads. Dev posts already should go to github and not here anyway.
  11. 1. I'm not sure. 2. It only counts for that chute unless you hit "Apply to all symmetry counterparts" 3. No. It counts however many you tell it to count. See 5. 4. It means the case size of the chute is too small for the amount of chute you are trying to put inside it. 5. No. The spare chutes are from the "spare chutes" one much further up. The number of chutes item "parachutes used" is telling it how many chutes it should think are deployed for the calculation. So if you have a symmetry group of 2 and one of 3 and you are using both, then you need to say 5. You need to do that for a chute , hit "apply settings" and a"pply to all symmetry counterparts", and do that for both symmetry groups.
  12. Apparently fixed in the next version. At least for part attached directly from inventories.
  13. Eh? Shakes head. An you even gave them the ability to build an even better system....
  14. It current release doesn't handle physicsless parts quite right (has them as massless whereas KSP 1.0 now transfers their mass to their parent part) but that has already been fixed on github.
  15. Is the save a career save? If so, once you unlock action groups you tweak the chutes from the action groups window not the right click menu. Also this isn't the realchutes thread.
  16. They tend to have a rather large radius. So not recommended.
  17. No. Instant scan means that it instantly scans the entire body. Disable instant scan and it will not instantly scan the entire body.
  18. Then do like has been said on pretty much every one of the last 20 pages and either grab the official version and ignore the warnings or go back in the thread and grab the unofficial recompile that gets rid of that warning.
  19. I think coating radiators with skins is a fantastic idea. That way you can have active transport of heat to the skin for your radiation needs. If you still want to (effectively) remove the skin give its conductivity (skinHeatConductivity) a ridiculously high value.
  20. I think the rewards for successfully scanning the Sun should be buffed ;']
  21. Nope, not wings, these are procedural structural and tank parts. So PP with B9 or PW and you are almost there ;']
  22. Yup. Whip up a module manager config that adds MODULE { name = ModuleFuelJettison } to the part.
×
×
  • Create New...