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ZilgornZeypher

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    Bottle Rocketeer
  1. Hey all I've got a bunch of mods installed via CKAN and everything was working great. Then I installed a bunch of contract packs and and the appropriate contract pre req. However after starting a new game the contracts won't show other than 2 from BD contract pack. Mod list { "name": "ModuleManager", "name": "RadialEngineMountsPPI", "name": "CustomAsteroids-Pops-Stock-Inner", "name": "TACLS-Config-Stock", "name": "KerbolPlus", "name": "AstronomersPack-Clouds-Medium", "name": "AstronomersPack-Auroras-4K", "name": "InterstellarFuelSwitch", "name": "UKS", "name": "FirespitterCore", "name": "USITools", "name": "Toolbar", "name": "CommunityResourcePack", "name": "RealChute", "name": "ModularFlightIntegrator", "name": "InterstellarFuelSwitch-Core", "name": "AstronomersPack", "name": "InfernalRobotics", "name": "QuickSearch", "name": "DMagicOrbitalScience", "name": "StockFuelSwitch", "name": "CrowdSourcedScience", "name": "CustomAsteroids", "name": "DarkMultiPlayer", "name": "AstronomersPack-DistantObjectEnhancement", name": "DiverseKerbalHeads", "name": "KerbalKonstructs", "name": "ContractConfigurator-UnmannedContracts", "name": "NavballDockingIndicator", "name": "SmokeScreen", "name": "IR-Model-Rework-Core", "name": "IR-Model-Rework-Expansion", "name": "BetterBuoyancy", "name": "KerbalFoundries", "name": "KerbalJointReinforcement", "name": "ContractConfigurator-Tourism", "name": "Firespitter", "name": "FirespitterResourcesConfig", "name": "LandingHeight", "name": "DeadlyReentry", "name": "ContractConfigurator-RemoteTech", "name": "NavBallTextureExport", "name": "QuickScroll", "name": "RCSLandAid", "name": "ScienceAlert", "name": "DockingPortAlignmentIndicator", "name": "USI-EXP", "name": "KSPInterstellarExtended", "name": "ExtraPlanetaryLaunchpads", "name": "TacFuelBalancer", "name": "TACLS", "name": "TweakScale", "name": "AlcubierreStandalone", "name": "VNG-Parachute", "name": "VNG-Plugin", "name": "VNG-Parachute-EVALoading", "name": "MechJeb2", "name": "ContractConfigurator-KerbinSpaceStation", "name": "KerbinSide", "name": "FilterExtensions", "name": "RemoteTech", "name": "FinalFrontier", "name": "KopernicusTech", "name": "StockBugFixModules", "name": "ContractConfigurator-AdvancedProgression", "name": "StageRecovery", "name": "Mk2Expansion", "name": "AnimatedDecouplers-x86", "name": "KIS", "name": "ModuleRCSFX", "name": "ContractConfigurator-KerbinSideJobs", "name": "SpacetuxSA", "name": "KerbalAlarmClock", "name": "NovaPunch", "name": "ScienceFunding", "name": "TextureReplacer", "name": "ContractConfigurator-InitialContracts", "name": "ContractConfigurator-GrandTours", "name": "KAS", "name": "RCSSounds", "name": "FerramAerospaceResearch", "name": "SwitchVessel", "name": "USI-FTT", "name": "SCANsat", "name": "ContractConfigurator-FieldResearch", "name": "CommunityTechTree", "name": "ModularRocketSystem", "name": "KWRocketry", "name": "Trajectories", "name": "ExtraPlanetaryLaunchpadsExtendedPartPack", "name": "ContractConfigurator-ContractPack-SCANsat", "name": "ContractConfigurator-AnomalySurveyor", "name": "TransferWindowPlanner", "name": "AstronomersPack-Eve-Jool-Clouds-4K", "name": "AstronomersPack-Lightning", "name": "AstronomersPack-Sandstorms", "name": "AstronomersPack-Snow", "name": "AstronomersPack-PlanetShine", "name": "PlanetShine", "name": "EnvironmentalVisualEnhancements", "name": "DistantObject", "name": "HotRockets", "name": "HotRocketsCommunityConfigs", "name": "HotRocketsEmissivePatch", "name": "WaterSounds", "name": "ModuleAnimateEmissive", "name": "AdjustableLandingGear", "name": "AtmosphericSoundEnhancement", "name": "CollisionFX", "name": "EngineLighting", "name": "PortableScienceContainer", "name": "ContractConfigurator", "name": "Thermometer", "name": "BDAnimationModules", "name": "CoolRockets", "name": "AdaptiveDockingNode", "name": "ContractsWindowPlus", "name": "BackgroundProcessing", "name": "BahamutoDynamicsPartsPack", "name": "LaunchCountDown", "name": "BDArmory", "name": "BetterEmissives", "name": "ProceduralFairings-Textures-KW", "name": "ProceduralFairings-Textures-TJCCA", "name": "ProceduralFairings", "name": "CustomAsteroids-Pops-Stock-Outer", "name": "EnhancedNavBall", "name": "Mk2Essentials", "name": "FogOfTech", "name": "JettisonFuel", "name": "ModularFuelTankExpansion", "name": "ModularFuelTanks", "name": "SmartStage", "name": "CrossFeedEnabler", "name": "SafeChute", "name": "AmpYearPowerManager", "name": "Mk3MiniExpansionPack", "name": "AviationLights", "name": "CactEye2", "name": "FairingWithMass", "name": "HooliganLabsAirships", "name": "Impact", "name": "K2CommandPod", "name": "KerbalMass", "name": "Mk3KISCargoContainers", "name": "MkerbIncScienceInstruments", "name": "NavballUpDefault", "name": "RoverWheelSounds", "name": "StationScience", "name": "FlagRotate", "name": "LSPFlags", "name": "HexTruss", "name": "TriggerAu-Flags", "name": "FuelTanksPlus", "name": "WaypointManager", "name": "ShipManifest", "name": "RKE-Joystick", "name": "RKE-Kanadarm", "name": "SolarScience", "name": "SpaceY-Lifters", "name": "TALSphericalToroidalPack", "name": "TCShipInfo", "name": "KlockheedMartian-Gimbal", "name": "Sentinel", "name": "ActiveTextureManagement-x86-Basic", "name": "Achievements", "name": "MunarSurfaceExperimentPackage", "name": "SETI-Greenhouse", "name": "StationPartsExpansion", "name": "surfacelights", "name": "TACLSMining", "name": "ZeroPointInlineFairings", "name": "NearFutureProps", "name": "CoherentContracts", Thanks
  2. Squad didn't realease KSP 64 bit for windows I know that. However the old "hack" to make KSP run in 64 bit still works. Which was all Squad released really anyway. So I was asking if I needed to update the 64 bit deadly reentry .dll that was used for .90 that someone made or should deadly reentry work more or less correctly without it.
  3. I know 64 bit isn't supported officially anymore for windows but the hack still works will the current version of deadly reentry work ok in 64 bit (I know 64 bit can be derpy and I accept that) I mean more in a case of will Deadly rentry's code work the way it should or do I need to look at the 64 bit .dll from before to try and make it work with 64 bit?
  4. I'm having an issue. I made up a meta list by installing the mods I want to play with and shared it to a friend when he tried to install from .ckan it gave him the following error "Module CustomAsteroids-Pops required, but not listed in index, or not available for your version of KSPError!"
  5. is there plans to release this mod on CKAN again? Thanks
  6. I assume you mean do that from cmd prompt or some such? Figured it out Thanks for the help
  7. Originally Posted by ZilgornZeypher How do I get CKAN to recognize that I have uninstalled a mod I installed manually so I can add it through CKAN? I went into my Gamedata folder and deleted the folder for Kerbal Inventory System so I could add it back through CKAN but when I launch CKAN it still shows KIS installed manually. Have you done a refresh and/or 'ckan update' ? Yes I have a few times still shows as installed
  8. How do I get CKAN to recognize that I have uninstalled a mod I installed manually so I can add it through CKAN? I went into my Gamedata folder and deleted the folder for Kerbal Inventory System so I could add it back through CKAN but when I launch CKAN it still shows KIS installed manually.
  9. You can still run 64 bit with the old 64 bit hack. I started doing that today and it works the guide says 4.3.3 which is incorrect now it`s 3.6.4 or somthing like that but the guide tells you how to find the right version of unity
  10. I'm curious is this being updated for .90? if so is there a rough eta?
  11. I know I have done that repeatedly but it dosn't stay purchased when I go back to the hangar. I click on the part I purcase it hit confirm shows that it's purchased then when I go back to hangar it shows I need to purchase it again. When I go back to the R&D it shows and unpurchased again......
  12. Thanks, that helps now to figure out why the 1.25m heatshield wont research properly....
  13. Hey all I'm using the mods in scott manleys interstellar quest videos. I'm having issues with the 1.25m heat shield that is in the basic parts that you start with. Problem is in the hangar it says I have to research it when I research it when I go back to the hangar it says I need to research it again. I'm also having overheating issues while headed up into space if I go max throttle parts will overheat and explode. Not sure if that is supposed to happen or not... If I switch from any ship to one on kerbin some parts will explode from overheating... any help would be appreciated thx
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