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aradapilot

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Everything posted by aradapilot

  1. https://github.com/DMagic1/Orbital-Science/pull/97 hopefully they see that and merge it
  2. Took a while, but found it, it's Kerbal Actuators (which is a dependency of numerous other mods)
  3. cool, this should make it play nice with dependency chains (set max ksp to 'any') https://github.com/BobPalmer/CommunityResourcePack/pull/249
  4. Looks like a few people have gotten this working on 1.10...but are there plans to rebuild it against that version?
  5. There's still one critical maneuver missing from the maneuver planner - changing relative inclination. The only option is to set it to 0, via match planes, but there's no way to set that to a nonzero value. Could you add an option to input the desired relative inclination? Planning a setup for, say, two polar orbiters with perpendicular orbits, can be very frustrating...and the code is already there, just no input option.
  6. Okay. the stuck on pad was definitely universal storage. the other issues I haven't isolated yet. I'll try to reproduce and get a full log tomorrow. Could give a ship file too if you want, but it does have parts from some other mods as well. ...side note, after playing with kjr for a long time, playing *without* kjr is very frustrating
  7. After the 3.1 update I'm getting stuck to launchpad again, and some odd behavior in orbit (spontaneous rotations, inability to control throttle, staging order getting messed up) sometimes. Using procedural parts and universal storage...these rockets worked fine in the dev build created to fix the 3.0.1 bugs, but they don't in the 3.1 release. Can you host that previous dev build somewhere so we can revert to it? It was not a real release, so it's not on git. without universal storage, i don't get stuck to the launchpad. working on diagnosing other issues.
  8. Neither probe cores nor batteries can be attached radially with stock attachmentrules, making it impossible to build a ship that deploys probes without their own fuel tanks. You can stack them vertically, but only if the top and bottom surfaces are free, and those would normally be used for science equipment or antennas. I don't see any reason to prevent attachment like this. This also precludes use of such probes in the new cargo bay, though the bay is designed for only vertical payloads (would be nice to attach stuff to the internal surface without needing a long adapter spun around from the outside, but that might be a bigger engineering project than changing some attachmentrules). Linux x64 0.90, but this is a part config issue, so it would be global
  9. Hm, that's odd. might want to track down whoever is maintaining it there and make sure they're complying with the license, and tell them to keep it up to date if they are or remove it if not. It's far from a perfect system, but it's used by a lot of people. Got it - it was indeed nf solar. odd, because that's installed on the mac where it works fine. I'm not sure I understand what that fix is - reverting a change to the texture? what change? there's a copy of it in nfsolar directory, another copy in filter extensions icons...
  10. any chance of ckan integration when 0.90 compatibility is official? might be a license issue, but it'd be nice
  11. Having an issue on one install. I have two separate instances of ksp, one on a mac laptop, one linux x64 desktop. Installing this on the mac directly from ckan works (though vers there is 1.8) and the default filters show up as expected. However, on the linux box, it doesn't seem to, nor does a manual install of the latest version with the new folder name. The linux install has more mods installed (64b is a godsend), but I tried deactivating all of the ones not on the mac and still nothing but stock+parachutes shows. I saw JohnWildman's issue in this thread that looked similar, and I made sure texture replacer had been uninstalled, still no dice. Are there any other known mod incompatibilities? Log: http://zeropride.com/trey/KSP.log
  12. Eagleshift: looks like kommitz approved adding this to ckan, would love to see it there by the next release in case the post gets lost in history: http://forum.kerbalspaceprogram.com/threads/26286-20-11-2014-0-25-FTmN-Atomic-Rockets?p=1552718&viewfull=1#post1552718
  13. any idea when we'll see this in 0.90/ckan? I want to crash more landspeeders.
  14. this seems to work in 0.90 manually installed, haven't had an issue yet, maybe add it to ckan?
  15. these are useful parts, and they work fine manually installed into .90, can you add them to ckan and update version compatibility?
  16. DaniDE: until we get partcatalog back for 0.90, you can use quickscroll for that functionality. http://forum.kerbalspaceprogram.com/threads/95168-0-90-Malah-s-Quick-mods-QuickScroll-v1-00-2014-12-25
  17. sarbian: can you add these as extensions to mechjeb in ckan once the .90 builds are confirmed stable?
  18. awesome. maybe push that as 3.0.2 so everyone not following this thread gets the fix, and save the rest for 3.0.3?
  19. damn, down again...bandwidth issues? everyone playing with ckan too much?
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