Gnaar_Mok
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Posts posted by Gnaar_Mok
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Or are you "flying" the probe, you transmit the data, then exit to the space center, go to the tracking station and it's gone?
This. Thanks for the help, I'm probably just running into some weirdness with mods. I'll continue to hash it out.
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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.
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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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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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Do you mean that you want to make a different part function as a SCANsat scanner? You don't have to do anything with models to accomplish this. Just open up the .cfg file of the part you want to use and add the SCANsat module to it (copy this information from the default SCANsat scanner that you are using).
If you want to make another model that's a different issue. But adding the SCANsat function to any part, whether it's a new model you made or an existing part, only requires adding the required text in the .cfg file.
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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I still don't see any editor in the VAB/SPH when I right click on a container. I hear the sound and the debug menu doesn't indicate anything usual. Please please please any advice would be great.
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[Exception]: TypeLoadException: Could not load type 'ResearchAndDevelopment' from assembly 'KAS'.
I'm getting this message in the debug log when I try to edit the container in VAB/SPH. Any thoughts?
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I'm still not able to edit containers in the VAB/SPH via right-clicking. No menu comes up at all. Everything else seems to function properly however. I think the GUI may be appearing somewhere off-screen. Is there a way to fix this?
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Can you try to toss out all mods but KAS and try again? Just to see if it's interference of some kind.
Make sure to start a new game too.
Tried this and I'm still not seeing any menu in the editor.
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Max res (1400 by ?), Full screen, no interface changes. MechJeb, Kethane, B9, Laserdockingcam, procedural fairings, KSPX, tank treads, a few others all pretty standard.
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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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Any advice on how to get it working properly?
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What should happen when I right-click? Should some GUI menu pop up? I've searched every thread regarding this mod and can't seem to find any info on what actually happens in the editor. I'm at a loss
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Everything else works wonderfully well, I just can't modify the containers in VAB/SPH. Should I be able to?
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Anyone? I was under the impression you could edit containers in the editor. Am I misinformed? I right click on the container and nothing happens. Any help would be greatly appreciated!
Please help!
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I can't seem to get the GUI to come up in the editor to add parts to containers. Any pointers?
Anyone? I was under the impression you could edit containers in the editor. Am I misinformed? I right click on the container and nothing happens. Any help would be greatly appreciated!
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I can't seem to get the GUI to come up in the editor to add parts to containers. Any pointers?
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Could anyone try to use the big kethane drill? Am I the only one having it constantly retracting and packing back?
I just logged in to report the same issue.
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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.
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Perfect. Exactly the type of help I was hoping for! Testing now.
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
in KSP1 Mod Releases
Posted
Is there a quick way to make the ExoCore drill also function on non atmospheric bodies?