Swedishish Posted January 7, 2017 Share Posted January 7, 2017 Greetings, New to SXT and I'm having an issue with the Meadowlark command pod. I attempted a crew transfer (part to part, not EVA) to a Meadowlark unit while in orbit and it appeared successful, but neither seat is filled nor can I select the kerbal who should be there. However, when I'm back in the tracking station, all of the crew (including the 'vanished' one) are accounted for in the vessel info panel. Any ideas on how I can find my missing Kerbal and get her back in a space chair? Quote Link to comment Share on other sites More sharing options...
SmashBrown Posted January 7, 2017 Share Posted January 7, 2017 I may add this to my current career, does it come with a CTT cfg? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 9, 2017 Author Share Posted January 9, 2017 On 1/7/2017 at 5:15 AM, SmashBrown said: I may add this to my current career, does it come with a CTT cfg? yes it does Quote Link to comment Share on other sites More sharing options...
theonegalen Posted January 9, 2017 Share Posted January 9, 2017 YESSS Quote Link to comment Share on other sites More sharing options...
StahnAileron Posted January 9, 2017 Share Posted January 9, 2017 @linuxgurugamer You wouldn't happen to know if there are any other mods that use your RetractableLiftingSurface plugin other than this mod, would you? I know the first time I saw the idea in SXT, I liked it. Then I found out you were making a plugin so the idea was fully fleshed out. (i.e. Lift wasn't generated when folded.) It's an appealing thing and less cumbersome than something made with IR (though perhaps not as flexible since this sorta needs purpose-made parts to make sense.) Also, thanks for taking over so many mods and keeping them updated and relevant for new KSP versions. Somewhere between 1.0.5 and 1.1, many mods just got dropped or neglected. So, again, thanks for your time and efforts! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 9, 2017 Author Share Posted January 9, 2017 A quick search showed the following: http://forum.kerbalspaceprogram.com/index.php?/topic/60380-12x-kerbonov-kn-2-cockpit-module/&do=findComment&comment=906034 http://forum.kerbalspaceprogram.com/index.php?/topic/150837-12-rekt-escape-pod-mod-v042-beta/&do=findComment&comment=2823487 http://forum.kerbalspaceprogram.com/index.php?/topic/122102-122-contares-181-with-addons-for-tantares-and-tantareslv/&page=1 Quote Link to comment Share on other sites More sharing options...
StahnAileron Posted January 9, 2017 Share Posted January 9, 2017 Thanks for the quick reply. Not much of that is aero-oriented, unfortunately. I do find REKT's OTAV intriguing. It (and Contares' grid fins) is along the lines of what I'd expect. But sadly, no actual wings. Still, I might look into REKT for its OTAV. Quote Link to comment Share on other sites More sharing options...
JAFO Posted January 9, 2017 Share Posted January 9, 2017 2 hours ago, StahnAileron said: Also, thanks for taking over so many mods and keeping them updated and relevant for new KSP versions. Somewhere between 1.0.5 and 1.1, many mods just got dropped or neglected. So, again, thanks for your time and efforts! Seconded! @linuxgurugamer, all these mods you're maintaining must be chewing up a goodly portion of your time.. is there any way we can express our appreciation financially? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 10, 2017 Author Share Posted January 10, 2017 1 hour ago, JAFO said: Seconded! @linuxgurugamer, all these mods you're maintaining must be chewing up a goodly portion of your time.. is there any way we can express our appreciation financially? I have a Patreon set up here: https://www.patreon.com/linuxgurugamer Thanks Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted January 11, 2017 Share Posted January 11, 2017 (edited) @linuxgurugamer would it be possible to get cabin lights added to the Bonny cockpit? Edited January 11, 2017 by TheRagingIrishman forgot a word Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 11, 2017 Author Share Posted January 11, 2017 10 minutes ago, TheRagingIrishman said: @linuxgurugamer would it be possible to get cabin lights added to the Bonny cockpit? I don't do modeling, If you can get it added, I'll support it, but I can't change the models Sorry Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 13, 2017 Author Share Posted January 13, 2017 On 12/15/2016 at 10:29 PM, Sharpy said: Desired result: Actual result: These little buggers: have their orientation parallel to the truck surface, instead of intuitive "perpendicular to the surface" as most common nodes in stock do. Additionally, with the wheel blocks being symmetrical, you never know whether the orientation is "front" or "back" so even if you know the nodes are oriented "sideways" you must hover your part and hope for the best because you don't know if the node you attach it by needs to face forwards or backwards. Took a little longer, but just released a fix 0.3.6 Fixed nodes in truck Quote Link to comment Share on other sites More sharing options...
TheEpicSquared Posted January 13, 2017 Share Posted January 13, 2017 @linuxgurugamer, are you planning to make more parts for this mod or are you just maintaining it? Thanks Also, sorry if this has been asked before. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 13, 2017 Author Share Posted January 13, 2017 10 minutes ago, TheEpicSquared said: @linuxgurugamer, are you planning to make more parts for this mod or are you just maintaining it? Thanks Also, sorry if this has been asked before. I am maintaining it. I don't know how to do 3d modeling. If someone makes parts I can do the configs and include them. Quote Link to comment Share on other sites More sharing options...
Skalou Posted January 14, 2017 Share Posted January 14, 2017 Hi, i've created a mod wich is compatible and include a patch for your external seat, please let me know if you agree with it (i will remove your patch if not), if you want to include the patch in your mod instead of mine, also can you notify me if something is changing in the concerned parts? Thank you. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 15, 2017 Author Share Posted January 15, 2017 6 hours ago, Skalou said: Hi, i've created a mod wich is compatible and include a patch for your external seat, please let me know if you agree with it (i will remove your patch if not), if you want to include the patch in your mod instead of mine, also can you notify me if something is changing in the concerned parts? Thank you. I have no problem with it. Quote Link to comment Share on other sites More sharing options...
evileye.x Posted January 25, 2017 Share Posted January 25, 2017 Hello @linuxgurugamer, small bug report - looks like colidier on yellow truck radial attachment tank is way longer than the part itself... Quote Link to comment Share on other sites More sharing options...
CaptainConundrum Posted February 4, 2017 Share Posted February 4, 2017 "Perun" and "Mokosh" both seem to require the tech "Experimental Rocketry," which I wasn't seeing until I installed the community tech tree. Are there plans to support players that don't have this mod, or will Community Tech Tree always be a dependency? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 4, 2017 Author Share Posted February 4, 2017 4 hours ago, CaptainConundrum said: "Perun" and "Mokosh" both seem to require the tech "Experimental Rocketry," which I wasn't seeing until I installed the community tech tree. Are there plans to support players that don't have this mod, or will Community Tech Tree always be a dependency? No, the patch to add it must have been deleted by accident, I'll get it back in there Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 4, 2017 Author Share Posted February 4, 2017 New release: 0.3.7 Added Experimental Rocketry to tech tree Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted February 5, 2017 Share Posted February 5, 2017 @linuxgurugamer thank you, but... 117 Mb? Quote Link to comment Share on other sites More sharing options...
Argyle MHF Posted February 5, 2017 Share Posted February 5, 2017 (edited) 1 hour ago, Aerospacer said: @linuxgurugamer thank you, but... 117 Mb? There seems to be at least one extra directory in GameData\SXT, namely GameData\SXT\aa, with a size on disk of 185 mb. I was getting multiple parts showing up in the tech tree, in the proper nodes, but many entries for the same part(s), I guess that "aa" dir is causing it. Edited February 5, 2017 by Argyle MHF Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 5, 2017 Author Share Posted February 5, 2017 (edited) 1 hour ago, Argyle MHF said: There seems to be at least one extra directory in GameData\SXT, namely GameData\SXT\aa, with a size on disk of 185 mb. I was getting multiple parts showing up in the tech tree, in the proper nodes, but many entries for the same part(s), I guess that "aa" dir is causing it. Oh crap. That was a mistake, I'll fix it, sorry. Was rather busy yesterday with several issues. Just delete that "aa" directory, I'm going to release an update in a few minutes New release: 0.3.7.1 Deleted unnecessary directory Updated buildRelease.bat Edited February 5, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Aramazia Kin Posted February 7, 2017 Share Posted February 7, 2017 Is there a reason why the truck body parts and the wheels are in different research nodes? Just almost drove myself crazy wondering why there were no wheels Oh also I think the truck nodes are still broken, unless it was because I was building the truck in the plane hanger? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 8, 2017 Author Share Posted February 8, 2017 (edited) 3 hours ago, Aramazia Kin said: Is there a reason why the truck body parts and the wheels are in different research nodes? Just almost drove myself crazy wondering why there were no wheels Oh also I think the truck nodes are still broken, unless it was because I was building the truck in the plane hanger? What version are you running? And it looks like there are three tech nodes required, general construction and engineering 101 and advanced motors. And just saying the nodes are broken is somewhat useless. Pictures, examples, etc. Need more description I'll look into changing the research nodes Edited February 8, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
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