Gnaar_Mok
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Everything posted by Gnaar_Mok
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Disappearing ship after data transmission
Gnaar_Mok replied to Gnaar_Mok's topic in KSP1 Gameplay Questions and Tutorials
This. Thanks for the help, I'm probably just running into some weirdness with mods. I'll continue to hash it out. -
Disappearing ship after data transmission
Gnaar_Mok replied to Gnaar_Mok's topic in KSP1 Gameplay Questions and Tutorials
So strange. Again, I'm not sure if this is intended behavior (it does prevent data spam after all, lol) but the ships are definitely disappearing. They do not turn into debris, there aren't any power issues so I'm not sure. In fact, both craft have been landed on the mun for some time before I actually performed the data transmission, it was only after this that they disappeared. http://imgur.com/YJLCxOH -
Today, two unmanned landers disappeared from the tracking station after data transmission. Is this intended behavior? I suppose it makes sense that I shouldn't just be able to return to the ships and re-run the data over and over again, but I was a little surprised that they disappeared all together. Anyone have any insight into this?
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http://forum.kerbalspaceprogram.com/threads/64711-0-23-TweakableEverything-For-all-your-part-tweaking-needs There is a mod available that does precisely this! I do agree it should probably come stock (like almost every mod, but that's for another discussion), but at least for now there's a work around.
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No, that's not what I'm trying to do. I want a different model to appear in-game for an already existing part. SCANsat is just an example because some of the parts of this mod use a generic model. Thanks for the input so far!
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I KNOW that someone around here knows who to do what I'm talking about or at least can point me to a thread/tutorial on how to. Please help!
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I'm interested in assigning a different model to a mod part (one of the SCANsat parts with a generic model). Can someone walk me through how to go about this or point me in the right direction? Also, can I use a model from an out-of-date mod part (pre 0.22) for this? Thanks in advance!
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The DUST XE2000 ATV (Extreme Environment All-Terrain Vehicle) is engineered to handle the harshest conditions imaginable. Equipped with storage, communication, all-wheel steering, a powerful SAS module and a heavy-duty rollcage this monster is ready for any challenge. Seats 2.
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I want to be able to collect science in sandbox mode (where all of my mods function). Is there a way to modify the persistent file to achieve this?
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You need a screenshot to tell if I know how to right click on something? Lol. Edit: I know you're trying to help and I really appreciate it, but give me some credit!!! Could the GUI menu be hidden somewhere off screen? When I right click on the container in the editor I hear a sound but I don't see a menu. That's why I think the GUI might be hidden somehow. Is there a way to correct this?
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Modifying Wheels to drive like RoveMax 3
Gnaar_Mok replied to Gnaar_Mok's topic in KSP1 Mod Development
Ok, I got the results I was looking for....mostly. The rover sort of dances around as it turns, but it does turn. My current problem may be a design issue. Thanks for explaining the code behind steering curves, its notably missing from the sticky post that explains cfg file code. -
Modifying Wheels to drive like RoveMax 3
Gnaar_Mok replied to Gnaar_Mok's topic in KSP1 Mod Development
Perfect. Exactly the type of help I was hoping for! Testing now.