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track122

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Everything posted by track122

  1. I have version 1.1.1 dev build 4 and for some reason I'm having trouble with the recyclers, which turn on and report that they are running fine but don't actually convert CO2 to Oxygen. I am running 0.23 and a mess of other mods, so it could be a number of things, just wondering if anyone else has had the same problem. EDIT: It works just fine with a small craft with a Mk1 cockpit. The problem I'm having might be because the crew on the station the recycler is a part of are on the other side of a docking port, and/or because they are in a part I added Ioncross compatibility to myself via modulemanager.
  2. I'm not sure if this has come up yet although I read through a couple dozen pages so here goes. I have an OK amount of experience with C#, but have no idea what most of the KSPField methods are used for. I'm trying to implement my own ambient sounds for when ships are landed on different celestial bodies, and am wondering how I might go about detecting a) when a ship is landed and which celestial body it's landed on. Any advice would be greatly appreciated.
  3. Just want to thank the author for making this amazing mod. I've personally yet to come across any bugs and this is by far the best iteration of terrain scanning I've used so far. Kudos.
  4. @Papa_Joe. So awesome. Been using your mod for a long time now and I'm always impressed by your work.
  5. I'd be very interested in helping where I can with this mod(pack). I have a decent amount of experience making sound effects and know enough C# to write up the plugins. I'd like to start with planet-surface ambient sounds. I'm gonna start experimenting with just some basic modulating wind on Kerbins surface, any tips/other sounds that people are particularly clamoring for?
  6. This may be a stupid assumption, but it could just be that installing the new version set your graphics settings to default, reducing your frame rate. Or maybe the vessel you're using has a really low TWR? I've been trying to stress test everything since the update but so far the only real problems I've come across have been camera and context-menu related.
  7. Not sure if this is the same issue, but I've been having a weird camera bug as well. Whenever I change vessels through the map view the camera is way off-set from the new active vessel. Double tapping M fixes it fine, but it's a little annoying.
  8. Oh wow that's some dedication, thanks! Guess I'll have to take a break on the new patch for a little bit then, can't play without FAR and KJR anymore haha.
  9. Yeah decouplers are being really weird for me since I installed the new version of this. At 120km, facing retrograde while decoupling destroyed my entire ship every time. Decoupling facing radially just destroyed the jettisoned parts.
  10. Very happy to see this mod back in development! In regards to the attachment pack mod you mentioned sojourner, I used to use it all the time in 0.20, does it work for 0.21.1? I really miss being able to bring up some spare flood lights to tack on the side of a rocket when I forget, rather than send a whole other ship!
  11. Sorry if this is a repost, but I've installed the latest version of this and Kethane and the Augers don't seem to do anything when I deploy them, no animation, no resources in. I've made sure my ship is low enough to the ground/on a deposit just wondering if this is a bug with the mod, although it could very easily be because I have so many mods to begin with.
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