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dtobi

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Everything posted by dtobi

  1. This should be fixed already. The multi adapters have been removed from the special parts mod and the multi adapters in SSE should be fixed now.
  2. I just uploaded a 2.1.1 would you try with your ship (you may have to launch anew, I fear). I removed a non-functional component from the windows. It fixed the problem for me. Any feedback is appreciated! Edit: your edited craft may work nonetheless.
  3. Nope. That's not normal. Did you install the latest update and the base package? - - - Updated - - - I'm currently on holiday. I'll check whey come back next week. - - - Updated - - - I'm currently on holiday. I'll check whey come back next week. - - - Updated - - - I'm currently on holiday. I'll check whey come back next week.
  4. This is fabulous. Thanks for sharing it! You made my day!
  5. I also removed the linking for SSE and Firov removed it for SmartParts. There are new versions (2.1) in the Dropbox for these. These should fix any linking problems. Km_lib is still required but it only provided independent part modules. No linking weirdness. - - - Updated - - - BTW: freaky looking ship. What is it good for?
  6. Is there a problem with the 0 resources? These one were necessary (I think around .23).
  7. Impressive! Thanks for sharing it. I live it when people share their creations.
  8. Did you install the latest special parts version? It should get rid of the km_lib linking dependency alltogether. Can't analyze this now because I am on vacation without my PC.
  9. Yes, that happens if the collision mesh and the visual mesh are different. Try moving your mouse a bit right and left when placing the door. Often this makes the part come out a bit.
  10. I was thinking about labs and crewed experiments, too. To be honest, it depends a bit on the feedback I get if I invest the time. I could also move on with asteroid cities or SSE instead.
  11. Thanks for the tests and the excellent description. Do you have tweakscale installed as stand alone our only with this pack? I wonder if it happens with the tweakscale configs for the stock parts, too? I'd love to try this out but I am traveling for the next two weeks. Would you mind trying it?
  12. Ok. I just uploaded a new version (2.1). It should be more stable since it does not require dynamic linking of the km_lib anymore. km_lib is still required though. As a goodie it contains a set of parts for wet workshops. Steps: 1)Attach a door to a tank. 2) Launch your rocket and drain the tank COMPLETELY. (Smart Parts has a fuel valve to help with that!) 3) Bring supplies and transfer these to the door. 4) Klick the door and convert empty tanks to empty space to living space 5) Bring kerbals to the door Right now all happens in the door. Depending on the feedback, I might continue this and extend it with connected living space support, etc.
  13. I tried it... does it only happen when you go from VAB to the launchpad without anything attached on top? Or did you also see this during flight?
  14. There was an issue with .24 and the expert of emissive animations. They just did not show. Does anyone know if that has been fixed?
  15. Strong verdict. Could it be that you are doing it wrong? Try using a end plate below the croc. The end plate gives you the missing attachment point.
  16. Yes. That is required, too. There is one in SmartParts already, though.
  17. Anybody interested in some real wet workshop parts? Its basically just a door, some supply containers and some windows. Attach the door to any tank of any size (3 and 4m are fun!) and convert the empty space in the tank to living space. That 3m huge tank can house more than 20 kerbals (using the same volume per kerbal as the hitchhiker). I might release these soon after some testing if enough interest exists. The tanks and engines are from KW Rocketry (love these).
  18. ALways use the latest one. That would be 2.01. The otherzip zips are exactly the same but zipped with a different zip too. This is a courtesy to linux users who had issues with the zip files. You just need klockheed_martian and klockheed_martian_special
  19. Argh, I just relized this won't work. I'll change the code so that it works in the next update.
  20. I rezipped all (see files with "otherzip") Is this better?
  21. I'll take a look. Thanks for the analysis.
  22. It should be fixed now. Sorry. For some reasons I mixed this up.
  23. Done. Three pictures are in the OP now. Thanks for sharing. That was an impressive trip. I like the landing gear in the back!
  24. It will change both. For each resource with 1000 units, Philly detects up to 1/3 of the asteroid's mass. It can do that once per asteroid. - - - Updated - - - Nope. It just works once.
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