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About Tuko

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    In Space, no one can hear you scream.

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  • Location Naples, Florida, USA

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  1. I'm using your Orbital Science with the Lab with other types of Probes. The Lab is crewed with a scientist and engineer, using KAS and KIS and a bunch of other mods. In addition, the "Skylab" station has a Salamander pod but no other science collecting module other then the Lab. I've collected some science already and moved it to the Lab manually. Also, I have a Plant growth module running the science collection currently and a bunch of other science devices. Finally, across Kerbin, MUN and Minmus I have probes and relay satellites all of which do not have the relay option icoon visible either. I've used your mod before on KSP 1.2.2 with no problems(I love using almost all of your mods). I do meet all your requirements as you stated above but with "No Joy". If you want to see my output log or any screenshots please let me know. The only thing I haven't tried yet is to open a new career game and progress along enough to see if it's a "New Game" issue. I'm using virtually the same mods I used in KSP 1.2.2 all of which are updated and compatible with KSP 1.3.0.
  2. Hi Folks, need some help with Science Relay. I'm not getting the Relay-Science icon to appear in the science GUI. I'm playing KSP 1.3.0 in Career mode at Normal difficulty. I added Science Relay via CKAN when it posted there after I had been playing my career game for about 2 weeks(Science Relay added after Career Game was already started). Is there anything I can check in the KSP settings, configs, etc... to determine if something else is effecting Science Relay, perhaps another Mod? I downloaded the Science Relay mod and compared the file structures against the CKAN install and they match.
  3. Thanks Quabbo, I'm surprised there isn't a way to build rigidity into the parts. The Bluedog Parts are by far the best ones I've seen and after building the rockets as per the PDF document I was really surprised to see the wobbling performance going nuts, lol. I never used the advanced tweakables before and appreciate the help. Also, I'm playing in career mode and just curious if adding autostrut increases the cost of the part?
  4. I'm seeing massive wiggling("Wet Noodle" effect) with some of the larger rockets especially the Sarnus SV in KSP. Does anyone have any idea what is causing this and if it can be corrected?
  5. I know what you mean with regards to CKAN. I always check the dependency's and conflicts first before installing anything via CKAN and/or Manually in order to avoid breaking things. As long as it is OK to install on KSP 1.3 I have no problem doing a manual installation. Thanks for the Help on quick response
  6. Does anyone know what the dependency listed on CKAN for Ground Construction - Core is? I notice CKAN won't allow the USI Kolonization Systems(MKS/OKS) module to be installed because it is looking for this Module; the same message shows up for Allista's Ground Contruction Mod.
  7. Cool, thanks...everything looks really good so far too.
  8. Do we still need to download and replace the Kopernicus DLL file as specified in the SVT post?
  9. Everything looks good so far. the Horizon effect cleared itself up as per your advice. Is it ok to add the SVT mod to KSP 1.3 as well? Also, what about adding your sun flares, the one that's there now is way too bright, makes me feel like I just got bit by a giant Scorpion, lol, (Inside joke folks).?
  10. Ok, I loaded everything and seems to be ok but need some more time to evaluate. The horizon from KSC seems a bit out of whack but might be something in the settings. I'll let you know if I find anything amiss. Thanks for your help Galileo
  11. Ok great that's good news However, I did load EVE via CKAN, so I need to know what and how to fix/use the proper config files...where are they...what do I need to do etc...
  12. Question: Is it possible to run SVE on KSP 1.3 with parameter modifications/Tweeks ...or...should I just be patient and wait for an update? Given the following; I'm currently playing KSP 1.3 with EVE(Latest version-no problems) and it runs fine. Since the Kopernicus update blew out all the Planet mods I'm waiting for GPP to get updated(GPP is my Favorite-Looks gorgeous). I read many of the scatterer posts and it seems it can run on KSP 1.3 but with some tweeking. As per SVE install instructions; **TO INSTALL:** 1. Drop the StockVisualEnhancements Folder into your GameData Folder ***(Via a Manual download or is there a beta version preferred?)*** 2. **Download and install SVE Textures** ***(CKAN has the Textures for SVE 1.0 listed)*** https://github.com/Galileo88/StockVisualEnhancements/releases/tag/1.0 3. **Download and install EnvironmentalVisualEnhancements (AnyCPU-EVE-Release, **Not the Configs**) ***(Where do I find the configs that were installed via CKAN so I can replace them?)*** https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases 4. **Download and install latest Scatterer** ***(I would use the latest version or is there a Beta version that works better?)*** http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip122-scatterer-atmospheric-scattering-v00300-22012017/& 5. **Download and install the latest Module Manager** ***(Completed via CKAN)*** http://forum.kerbalspaceprogram.com/index.php?/topic/50533-121-module-manager-275-november-29th-2016-better-late-than-never/& I got so visually spoiled playing GPP with Scatterer, EVE, and SVE for GPP 1.2.3 that I thought it couldn't hurt to ask if it's possible to enhance KSP 1.3 with better eye candy then just standard EVE; at least until GPP is updated but expect that will take a while.
  13. I just installed the Mod and running in Career mode. I went into the SPH and started trying to assemble a basic HL airship but finding most of the parts will not snap into the nodes. I began using the Gondola and tried adding flotation but the parts don't snap into place??? Any suggestions?
  14. I think it looks good now too. I will let you know if I find anything else. Thanks for the quick fix