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Firex

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Everything posted by Firex

  1. This was fixed in dev 2 days ago and Nertea has said it will be included in the next release. In the meantime if you can't wait, download this file and replace the existing one in your GameData folder with it (or copy and paste it's contents).
  2. https://github.com/ChrisAdderley/StationPartsExpansionRedux/tree/master/GameData/StationPartsExpansionRedux/Patches All the compatibility patches are here I believe.
  3. @Boamere that's cool, I went and ahead and made one, thanks. Pull request can be found here: https://github.com/ChrisAdderley/StationPartsExpansionRedux/pull/179 Pinging @Nertea for review when possible
  4. To install it you'd want to overwrite the SSPXR-USILS.cfg file that this mod ships with, so if you deleted the mod, you'd delete that file too. Just tested this now and can confirm all works great, including greenhouses. @Boamere should I submit a pull-request for it or were you already planning to?
  5. Hey, as well as the aforementioned issue with the contracts flicking in and out, I've encountered a bug with not receiving payouts for optional contract parameters. Specifically, I just did the "Launch the Duna Space Station" mission, and completed it with a science lab, which should have given me an extra 500k(ish). In the record of completed contracts, it says "Completed" next to it and shows the amount I should've received, but I certainly didn't get it. Is this likely another CC issue?
  6. @Brigadier @EliteMaster512 New version was released yesterday. Just tested and works fine on 1.6.0.
  7. Thanks so much for your help! Combined with this, I'm actually starting to get somewhere!
  8. Thanks for showing me this DebugStuff, it's helping a lot. I am still kind of stuck though, as sometimes DebugStuff will show an object with "(Clone)" after it's name and I'm unable to access these like other things. I thought this might be just the case in certain areas of the UI (with there being a "root" object somewhere), but even using FindObjectType doesn't work. I'm specifically trying to modify the currency widgets in the topbar of the SpaceCenter scene, and have so far successfully been able to remove the widget group as a whole, but I can't target each individual widget.
  9. Hi all, apologies if this has been asked before, but is there some documentation/reference for KSP UI transforms? I want to make edits to certain panels but I feel like I'm fumbling around in the dark trying to guess what I need to be modifying. A couple of examples of what I want to learn more about can be found in Strategia and MKS. They both do it slightly differently though: MKS has the exact path to hand apparently, whereas Strategia searches for a transform with the right name. Any resources or help on this would be appreciated.
  10. Looks great after reading, but it's not exactly the best formatted post I've seen. Gotta get some bold headings, images etc in there; no one wants to read a huge wall of text without some break-up. The title isn't particularly grabbing either. I'm sure if more people knew about it people would use it. Saying this, you seem to know all this as it's exactly what you've done with KCT.
  11. I really wish people would leave it at least a couple of weeks after an update to declare a mod 'dead'. EDIT: sorry, I only saw it was updated for 1.1.1 and not that it was his last update. My bad.
  12. Your game seems pretty unmodded to me. Aren't you just reiterating an already known issue?
  13. Modding KSP you mean, or your PC? By your post count/reputation I'm guessing you mean your PC
  14. http://lmgtfy.com/?q=+ksp+muon+detector+mod Hasn't been updated since 0.17
  15. That has been updated for 1.1 it seems. Might wanna update your post.
  16. Anyone know if all mods will need to be updated, or will most still work?
  17. Thank god, this was driving me crazy! gj squad.
  18. UKS has a bit of a production chain in it, but nothing like with a simulated market. Would be a really neat thing to attempt imo.
  19. Well the thread was updated in December last year so I'm guessing a lot of it is still relevant. However I would like to see a more concise list of what exactly someone would need to get started.
  20. When I was creating my 1.1 modded install I just installed this from CKAN cus it sounded cool, but then I totally forgot it was a mod I had, so I assumed it was an update in stock 1.1! What I'm trying to say is nice mod
  21. Well this is why you have mods. Most mods won't appeal to most people that's why they are an additional download. If enough people are enthusiastic about the idea (I am one btw ) and someone feels they have enough time to invest into it, then why not go for it. People play KSP for many things other than just building and launching rockets. I have some experience in programming and would like to give this ago in the future if someone hasn't already started development. PM/add me Darkonz if you wanna talk some more about your idea
  22. What do you want to use MM for exactly? Oh and CKAN allows you to update and control multiple KSP instances at once in case you didn't already know.
  23. I think Tweakscale ruins the career/science mode, but would be fine for sandbox. Infernal Robotics, KAC and DPAI would be the only mods on the list that could be added straight away, as they don't affect performance, would/could be balanced in career and aren't extremely game changing or OP. It'd probably need to be configurable, I've heard it affects fps greatly. You could also say that lots of mods make the game prettier, but I don't want them to add EVE or scatter to the game
  24. Well you could always use tweakscale.
  25. Confirmed working with 1.0.5 using -popupwindow in Steam launch options. This will NOT work, these options are for source games only such as TF2 and CSGO.
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