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acc

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Everything posted by acc

  1. had no more issues since 1.0.9
  2. Yeah, had the same issue yesterday. Here's my output log: http://www.file-upload.net/download-9244162/output_log.txt.html
  3. Don't get me wrong, it's a nice plugin and helpfull to modders. But a home-calling plugin that does not ask the end-user for permission to do so is not ok. Anonymized or not, owner of the produced data is the owner of the device that produced the data. Without the "asking for permission"-part I'll neither use nor support it.
  4. this would be very usefull for .24 (does it still works?) maybe you can add the summary of the active contracts rewards too? so we can have a overview to compare costs to rewards
  5. the crew roster is broken on launch: - create kerbal results in no new kerbal - "remove" a kerbal from vessel is possible, but the "add" button does not appear specs: - KSP 0.24 x64 - SM 24.0.3.3.1 (07172014) - default settings (realsim mode on) - CLS not installed
  6. Nice to hear there is a working ship manifest for 0.24 Btw. what's about the "create a kerbal" function?
  7. On my ISS parts pack I'll use 2.5m diameter for my FGBs and 0.90m (it's the size of the stock 1.25m docking port ring) for docking ports. Btw that's why i rescaled the tantares to 2m for my personal use.
  8. I get still the loading lag issue in VAB and on vessel load. I installed tweakscale via your pack and had it not installed before. And the attach nodes of the cargo bay are may not accurate. You can look between them, if you attach two together. edit: sorry, just saw I still use v0.2 edit2: updated. still loading lag in v0.3 I'm using it on an existing save, yes. Not tried on a new save yet.
  9. hope you are back soon with a couple new videos
  10. Bug with v2.0: Every time when I pick one of the parts in the VAB or change the symmetry count the game freezes for ~10sec. Guess it's some sort of loading lag.
  11. Awesome. I love your parts/packs. A general suggestion from me is: It would be great if you could use some procedural (like procedural parts) logics and tweak-UI functions to reduce the parts count of the packs. As bonus it would be simpler for you to add more sizes for the same parts. Hope you get what I mean
  12. ATM I'm really busy. So I've to wait for a free time window to do the UV-mapping and collider for the karya model. Some functional ingame testing was done with the 1.5m CBM port and the PMA. both works fine
  13. Nice, thanks. But the description on the OP is wrong. It's rescaled to 2m, not 2.5m
  14. Yep. VAB -> build -> disable roll -> save -> load -> roll enabled again
  15. Another bug with the SSME: If I disable roll in VAB, save and load the ship again, the roll is enabled.
  16. I just updated now, so I don't know if it's already included... Would be nice if we could adjust the height of the procedural decoupler/seperator.
  17. Ok, here it is... KOYUZ 2M RESCALE - README ========================= - Installation - Contents - Versions - Credits - License I.) INSTALLATION 1 :: Get and install "Tantares - Stockalike Soyuz and LK Lander". - URL: http://forum.kerbalspaceprogram.com/threads/81537 2 :: Extract folder "Tantares" into "PATH_TO_KSP/GameData/Tantares". 3 :: Done. II.) CONTENTS 1 :: LDL Landing Propulsion System ( - Thrust * 1.6 - Mass * 1.6 2 :: TST Crew Module ( - Mass * 1.6 - CrewCapacity +1 (3) - IVA removed 3 :: TST Orbital Manouvering System ( - Thrust * 1.6 - Mass * 1.6 - LFO & Mono * 1.6 - ModuleRCS removed 4 :: TST Orbital Module ( - Mass * 1.6 III.) VERSIONS 0.1 :: 2014/06/17 :: First release for "Tantares - Stockalike Soyuz and LK Lander" version 1.0 IV.) CREDITS Original by Tantares, modified by Acc. V.) LICENSE Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported Download
  18. Really good news. I was missing this for to long now... Thanks a lot
  19. I only have edited part configs yet. but I can upload it if it's ok with Beale Btw. for the 2m rescale version I used factor 1.6 (because 2 / 1.25 = 1.6) on the engines thrust (maybe still overpowered), resources and mass. For DR I use a 2m heatshield from procedural parts and the DR 2m decoupler (funny, DR has a 2m decoupler but no 2m heatshield). As parachute I use a clipped realchute on the top node of the crew module. As decoupler between crew and orbital module I use one from procedural parts. orbit injection stage is a 2m procedural parts tank and the 2m resized libra engine.
  20. TACLS adds per default resources to the orbital and the crew module. And DR has matching heatshields and adapter too. So I see nothing missing for this two mods. I launched some of my 2m rescale koyuz and docked them to stations. The crew capsule has 3 crew capacity now, but I had to remove the IVA from it, to get no strange two-kerbals-chare-one-seat-bugs. Guess I'm fine with that
  21. Thanks. Yeah, it's a litle bit laggy, but I try to hold the part count down as possible. But the view pays of, when you see it orbit around Btw I did the rescale... left: 2m rescal, middle: stock 2.5m capsule, right: your original size
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