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Stephanie the Viking

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    stephanie_the_viking

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    Student Game Designer

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  1. Ach, I looked at that before I asked, and looked again but I cant see those numbers anywhere in the configs that would make sense. Could you possibly tell me which one(s) precisely to look at? I've found the initial configs list, I found fuel tanks cfg with the capacity of fuels but nothing with 'commerce', 'merchant', shop' etc. seems to have the values shown in the shop or in the fuel tanks for the goods and prices, unless I missed it each time (possible). Also thanks for the response, I await your update eagerly.
  2. Hi there. I really like this mod and would like to applaud you on your excellent application. I am still using ksp 1.3.1 because I'm really deeply into a career and don't see the need to upgrade. I have a modded game with too many mods to list - all of which I have working smoothly together; including yours. I'm using KK 1.3.9.11 so forgive me if the question has already been asked somewhere or if my version of KK is too outdated to support an answer but anyway: When I fly somewhere, press CTRL+K and edit existing buildings or add new ones, everything I have previously bought returns to 'for sale' status when I save changes - except for the number of resident kerbals and whatever funds etc. were there, which return to their original number once I have gone back, bought the base and the associated building again. Am I missing something here or is this a limitation I must live with? For up to half a million each, some of those bases take a lot to keep opening again, you know? Question number two is: is there a way for me to specify a default value for the merchant buildings? Add a ratio of 3:1 buy/sell for all common resources in my game for example so I don't have to do it manually every time I build one) Number three, an unfortunate bug in any 'science' building, which shows a grey text box with some text wedged right into the top left corner and no buttons or readable data when clicked (I cannot retrieve the science, add workers etc.) ... this is the only info/text box this happens to. Did you know about this? Is there something I can do? Again, sorry for asking about an old version but this career is the best one yet and I'm sick of starting again all the time! For me, KK is not only enhancing but necessary. Adjusting these few things would make my game save perfect.
  3. You are welcome. Some of them are a bit Heavy (my collection definitely adds an element of creepy to the affair, plus some of the sounds are quite distorted) so of course you can remove any that you do not like.
  4. Hello, I made a bunch of new stuff for Chatterer including some male and female voices, ship background sounds, lots of computer beeps and sequences. I have overwritten the SSTV sounds with some more varied ones but have not touched any of the other default sounds; this simply adds more. All thanks go to Athlonic. *Waves at Athlonic* yes it's me again. DOWNLOAD https://www.dropbox.com/s/ammuiz9a51rt2sa/MoonwebSounds.zip?dl=0
  5. BUMP. Finding it very irritating not being able to trim my plane properly without letting go of my controls. My current plane is great but twitchy and I REALLY NEED to be able to remap the somewhat silly alt + inputKey to any of the spare joy axes I have. Thanks Squad the game is coming along great.
  6. Ok, problem solved. I'm an idiot because I didn't read the mod description properly. I thought it was turning things on and off, when it's actually just telling me what drain I am currently experiencing and from where. Sorry man I feel such a fool.
  7. Hi there, I do hate to be a pain but I have this problem Everything says my batteries should be charging, only they aren't. I turned everything off and there are no modded parts that even use electric charge on this satellite. I see a KAS mission to give it more power, but why should this be necessary, this thing should be charging right? Also, while I'm at it, dragging your windows is buggy as hell, they can only be dragged a short way before they lose connection with the mouse. Also, changing the style of the windows does not save. That said, this mod has (up until this point) served me very well, this one is a puzzler though. I use Remote-tech which means that the antennae have been altered by that mod. Could this be the issue? Could it be a Tweakscale issue on the double-size inline batteries maybe?
  8. As I said, dragging it to the window moves it in the scene but when I release it in the inventory window it just releases into the air in the scene. It is not interacting with the inventory window in any way. Edit: I'm an idiot, I didn't realize you had to keep the G button held down. *facepalm* Edit 2: Can kerbals not use parachutes anymore then? It is red when I try to attach it. Sorry I've been out of the loop since like 0.24 so I am rusty. Very rusty.
  9. Forgive me if this has been asked and/or answered before. I cannot seem to put objects back into inventories. I read the manual from cover to cover. So I take an item from an inventory, attach with the spanner; but then how do I put it <back> into an inventory <storage and/or kerbal> . Dragging it just moves it in the scene. I am using the newest versions of this and KIS. I do not know at this moment why I would want or need to do this, but I am a stickler for making sure every aspect of a mission is under control before I leave the ground and this is bugging me so bad. Also, thank you so much for this mod.
  10. You'll need an audio program like Audacity / Goldwave etc. which can edit and convert wave forms from .wav to .ogg The program will let you edit the wave after recording in a multitude of ways. To record sounds that play on a Windows OS you need to activate the Stereo Mix recording device on your PC, by opening Sound (Control Panel \ Sound, or right click the speaker icon in the taskbar) Go to Recording, right click in empty space and Show Disabled Devices, Show Disconnected Devices. Stereo Mixer should appear*. Set it as the default device and then go to Volume Mixer (right click the speaker icon in the taskbar) and turn Stereo Mix volume to zero so that it accepts input but does not output (or you'll get an insane internal feedback loop as it captures and also plays itself exponentially and sends the result to your speakers). Now you can open your audio program, set the capture device as the Stereo Mix, press record and then play anything you want on your PC. The Stereo Mixer will capture the sound, and the audio program will write it. This is where you get to snip, merge, mutate and otherwise butcher whatever you recorded so that it sounds like kerbals in space, or indeed whatever you need it to be. It is a good idea to convert the waveforms to some other format because .wav files are the audio equivalent of bitmaps and can grow to be exceedingly large; though of course they are a lossless format and retain their full clarity. *If the Stereo Mixer does not appear after enabling view of all devices then as far as I know it is not available. Many modern sound devices do have this feature, though as an advanced feature it is disabled and disconnected by default. ** Not many people know of this trick. You're welcome ;-) I accept no responsibility for the misuse of this technique.
  11. Working on series of 'clean' capsule-to-capsule sounds and a revamp of the original svskerblish set today... watch this space. > > >
  12. I don't actually use the rover body *sorry*, it's too 'neat' and I prefer to build my bodies from parts that serve other functions. I tend to put the forks on IR arms and the fork-end wheels on adjustable rails so they can slide out under the load anyway, so the pivot is adjustable to the point where the payload actually increases stability. I only use them for moving containers around for the most part anyway - syphoning fuel, collecting waste products and so on which is all small-scale stuff. It's all part of the sandbox experience to me.
  13. When you say 'clean' what do you mean exactly? I'd like to make something from my set that you can incorporate permanently if you let me know what you need me to do. If you mean that you want them to be less like old radio and more crisp then that can be arranged
  14. hah, well yes there is that, but I have scaled most things so that they can be packaged away into compartments and extended by using IR so that they fit my favoured specifications, that way I always end up with a highly engineered and sleek machine in which everything is neatly folded away. It can be an enormous challenge to make everything function that way and is part of the fun for me. I don't tend to have a problem with the translation extents, they are simply a ratio the same as the mass and scale definitions except edited in the part.cfg and not the TweakScale.cfg (thanks Sirkut ;-) ) For most things I haven't had a problem, but I was looking everywhere for where the type 'hydraulic forks' was being defined and couldn't see it, even in the modern IR versions so I thought I'd ask. If it's as simple as a direct link to the original surface scale factors it won't be a problem any longer. It's not necessarily that they're big, in fact you can scale them down to 62.5cm as it is, but I have a habit of making one-kerbal utility vehicles and I often need a 30cm variant too.
  15. Make sure that the chatter clips are all in the right folders. Capsule chatter has to actually be in a Chatterer\Sounds\chatter\<directoryname>\capsule folder or it won't load. Hope you like the svskerblish, although an updated version is on its way, with Athlonic's permission of course; the aim of which is to integrate more seamlessly with the originals.
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