Jump to content

Beetlecat

Members
  • Posts

    2,517
  • Joined

  • Last visited

Everything posted by Beetlecat

  1. All the ribbon graphics likely need to be reviewed. If they all "decompress" would that create such a large inflated amount of ram usage?
  2. This is due to a pod having no IVA defined at all. It still "works" -- just harder to manage the crew activities/EVA/etc.
  3. It's working -- / I'm using it. No idea if needs a recompile, etc. but you should be good to go!
  4. oh! interesting that a terminated ship doesn't "register" for the contract, but maybe that's an edge case, since terminating like that is sort of a "god-mode" action. Does Kerbalism not *poof* kerbals when their LS fails / or any other death-causing issue?
  5. And -- with some motion going on over in the RPM thread, i'm seeing some pretty nice cockpit IVAs again in 1.8.1!
  6. That's probably safe enough to do -- obviously the "best" way would be to declare them all by hand/by name in their own patch file. -- this reminds me that the Streamline parts probably all need to that to function properly in FAR.
  7. Is that also a function of community tech tree? UKS can certainly assign nodes per part, etc. --unless you mean a different sort of unsupported?
  8. Oh, yay! Cheers, TheDarkBadger! Couldn't the name also have been DOE bis-bis?
  9. It's probably not going to show up for a while --there was no zip provided in the repository for CKAN to grab, so it's not listing the new version. Just grab the file from SpaceDock in the mean-time: https://spacedock.info/mod/699/Kerbal Alarm Clock
  10. Antenna are not disable-able in the PAW? [edit] Ooops! It seems not
  11. If you do a KCT 'recovery' -- you can recover the craft intact to the VAB or SPH to refit/refuel, etc. If you do a standard recovery, the parts are returned to your inventory that you can use to shorten build time/cost. [And btw it's "layman's" --as in non-specialized person... ]
  12. Thanks! forgot to post it here, too. I opened an issue in git, in case Snark sees it there first.
  13. It may depend on how ReStock is changing out the storage unit appearance -- and how IL(ce) is applying the lights. If IL is somehow applying the lights to the "old" box, and it's being blacklisted by ReStock in the mean-time, could that result in the strips themselves being rendered alone? I noticed that as well on the menu screen, but couldn't figure out what part was supposed to be appearing on the Kerbal's back (I'm using KAS(or KIS) which includes new graphics on the start menu). This answers *that* question [edit] ping for @Bombaatu Yup -- ILCE has a typo when defining the storage unit; it's missing a "-1" at the end of the name. It should look like here in IndicatorLights_Restock.cfg (at line #857) //Science Box @PART[ScienceBox]:AFTER[ReStock]:NEEDS[IndicatorLights] { -MODEL,* {} MODEL { model = ReStock/Assets/Science/restock-sciencebox-radial-1 }
  14. Oh, shoot. I was wondering if it was just me, or if I had forgotten how to attach/use the launch stick. I guess it's back to shoving it up the rocket nozzle again and having it burn away... Actually, I'm not using any flavor of KJR, so that's not exactly it. I wonder if the stick could be made into a no-force decoupler--or is it already?
  15. In this case, it's because TriggerAu is on the KSP team itself. So -- both...
  16. Oh man -- all the things, right? Especially hope you're healing up after that appendix. Crikes! As always, your past efforts with the cockpits and UbM stuff, etc. has been terrific. Look forward to your return!
  17. Since these are "just" parts-- i'm going to hazard throwing them in to 1.7.3/1.8.* while we're all waiting for Kopernicus to update.
  18. Are you also using ReStock? This sounds like a multi-layered mod conflict:
  19. Tremendous respect and appreciation! KK / Kerbinside has been one of my most-loved mod bits of KSP, and your continuance of it is fantastic.
  20. In addition to picking a method of toggling brakes on/off (rather than tap & hold or click the icon as in vanilla), would it be doable to include an option to enable/disable the ABS feature as well? For those moments when you just *want* to lock the brakes, and don't want to click on a pod and find the correct switch in time. Or, if it's exposable to an action group to toggle ABS on/off, that would work too. I'm voting mod-key, since double tapping can be finicky with response time, though I do use and love 'double tap brakes' as well.
  21. Right -- Restock Plus is *New Stuff* where ReStock is primarily a visual overhaul of stock game bits.
×
×
  • Create New...