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Buffbot

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Everything posted by Buffbot

  1. EDIT - Disregard this, I'm an idiot. Just found the 'K' in the top-right of the window where you are able to edit the keybinds. I thought it was some clever attempt of kerbalizing a 'close' button. Any chance of ever having editable keybinds for interacting with the PreciseNode GUI? The GUI used to need to be selected for those keybinds to alter the current node, but with the recent .11 update to I've found they are altering the values of the current node anytime they are pushed, which is problematic since I use the numpad for other keybinds in-game. PS - KSP wouldn't be the same with this, Toolbar and Achievements. Much thanks Blizzy.
  2. I quite like the idea of slot-able modules. Utter awesomeness. So thank you for your effort. No major is issues using .23. Only trouble so far was gathering science from the slotted goo and materials lab modules during EVA. Adding this after 'FXModules = 0' line in their respective .cfg files was an easy fix: dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2 I assume it could already be in the works, but having the doors for both the habitat and slotted parts open-able on EVA would be very handy. And I hate to nitpick, but I will anyways, the 9 second long animation on opening slotted doors feels just a bit too long. 2 to 3 seconds would be my suggestion. Regardless, this is one mod I'll be anticipating as it progresses. Great job!
  3. Same issue with no overlay in .23. I don't have the mod listed above, but I tested through my mods and found RasterProp to be interfering with the overlay in my case, for what it's worth.
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