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Acecool

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Everything posted by Acecool

  1. Nothing but issues with v2, v1.4 r* !5, etc... Always installs to incorrect directory, confusing UI, etc... You may want to look into: https://github.com/KSP-CKAN/CKAN / http://forum.kerbalspaceprogram.com/threads/100067-The-Comprehensive-Kerbal-Archive-Network-%28CKAN%29-Package-Manager-v1-6-20-2-Jun-2015?p=1996456&posted=1#post1996456 to see how such a simple ui handles everything with less confusion and where it actually works...
  2. Thank you for releasing this. I tried using the Mod Admin 1.4 R* 15 and Mod Admin v2 and all files installed to the WRONG directories, they wouldn't install properly and there were a lot of issues with it... The only issue I had with this was it locked download percent at 25% and I ended up manually clicking download for each file then the install went perfectly... This is definitely the best mod manager out there at this time....
  3. [ Bug - ] Achievement isn't granted if you de-couple the component tested ( even with parachutes ) I accepted the challenge to test the BACC solid-state booster. I achieved all check-marks and it was considered complete, or so I thought... I was also going for the 33k altitude challenge so I decoupled the booster and had parachutes attached so that it'd land safely and continued onward to my 33k mark which I achieved. As I was coming back down, I noticed the achievement-watcher-drop-down ( which doesn't save the size you set - another bug ) removed check-marks as I went up but as I was coming back down it gave me check-marks and removed them in real-time; odd... Anyway, the issue where the game removes ( and takes the money ) components that are 2.5km away also bugs the achievement system. - - - Updated - - - Actually, this is quite game-breaking.... The issue is even though ALL of the requirements were met ( by it being activated when all check-marks were green ) and it highlighted it in green ( the title ), and removed the requirements underneath the title, when you are coming back down it undoes it and says you need to meet the requirements.... - - - Updated - - - Finally; after completing it 5 times it finally stuck.
  4. Wow, I never noticed that. I saw everything had owned when I clicked on them so I didn't notice that. Thanks so much!
  5. I'm trying to use Mechjeb in career however the parts are grayed out and say they lack something in the tech tree. I changed the parts tech to require start, I've replaced the parts. I've uninstalled, launched, quit, reinstalled, launched, quit.... etc... I even downloaded someones entire settings folder which wasn't being created. I made it so HIDDEN is now NORMAL in the global settings. I've tried seemingly everything but it's not working, they remain grayed out even with TechRequired = start entryCost = 0 cost = 0 category = Control subcategory = 0 title = MechJeb 2 (AR202 case) manufacturer = Anatid Robotics description = A ruggedized version of MechJeb's neural circuits in a radial-mount case. Any ideas?
  6. I'm bringing a plugin back to life, I've got it working in the latest version with the kinks ironed out. But, I want to make it more appealing. So, I'm trying to access an existing vgui element, that element is the "Action Groups" menu from the "VAB". Thanks in advance.
  7. The UI for Part Catalog Mod is absolutely terrible. I think I like this mod better, a simple box to quick find. Although, something like Part Catalog Mod would be nice in this, but not as disgusting please. Just dynamically add buttons for categories of types such as probe, liquid fuel, solid booster, engines, etc etc... Something simple to click without all the nested menus!
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