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maculator

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Everything posted by maculator

  1. I couldn't find anything so I wonder if it would be possible for someone to do: A small prgoram that lets you browse your savegame node for node, search and edit it and declutter it. If you for example would like to remove the entries of certain mods you could use the program to scan for non stock nodes and the look closer at them. If you for some reason want to dump and erase your reports of mun you could do that. etc. I know there was something that let you do some of the things I mentioned, if I remember correctly but that was years ago. Edit: This seems outtaded but looks almost like it: Cheers.
  2. EVE stil remains a marble, no EnvironmentalVisualEnhancements for me Edit to wrpa things up: KSP 1.4, latest EVE release, last stock configs, all from the link in the OP. This is what I get everytime I use this mod: Or am I absolutly stupid and this is intended?!? Anyways: is there a way to make it less cloudy?
  3. Since ModuleManager is flagged as 1.4 compatible this mod is now offically too. Spacedock doesn't offer the 1.4 flag atm, so be patient with ckan and spacedock, when they're ready I'll update the version number.
  4. "Duck dich" translates best as "Take cover". Wich would also kind of fit. I do like the fact that it got its english name from the media, but the whole point why I like it is because the made up name sounds like sputnik, wich was intended as I assume. The german name should focus on that too, like the french does. Similar pronunciation > force-translated joke
  5. Well now thats a historical fact I didn't know. But "Stay put" means "Stehen bleiben". Anyways this is one of those references that you probably can't translate correct. I just miss the vocal relation to sputnik wich in my mind is a big factor that got lost because of a reference you cant translate anyways.
  6. Dude you ... erm ... spelled scienceCap wrong. that's kind of funny, but I just wanted you to know. Inside ka330-science.cfg you spelled it "scienceVap". Thanks to N3N who wanted to know if his error is related to my mod I went ahead and downloaded yours (it was in his log) and found that typo. Cheers and @N3N this should answer your question
  7. Well I'm playing stock and it works just fine. If you check the log closely you'll see that DMagic gets processed as intended but Kerbalow (whatever that is) lacks the scienceCap. How old is that mod? what is that mod? Looks like it defines expermints other than the usual mods/stock game and thats why the patch failed. Edit: I see, I see it's the thing you linked..
  8. No, I think 5thHorseman is correct. There is no orbital direction because its one of the progression contracts.
  9. I did the flyby mission, then accepted the next one for going into orbit of mun (while my ship was stil on a flyby), I switched back to the vessel, circulised my orbit and... well.. nothing happend: Next try, next fail:
  10. "DuckdischNick" isn't verry funny and also doesn't relate to Sputnik vocally. It's one of those words that really stand out because they don't fit and sound forced. I would like to suggest to rename it to "Spucknet". It's vocally related to Sputnik and means "don't spit". It also has "net" in it wich in this case could also be short for "Netz" and relates to telecommunications wich also relates to satelites.
  11. Do you have module manager installed? Edit: If you got modulemanager working, and you're not running 1.4 AND it's stil not working I'd suggest to take this: @EXPERIMENT_DEFINITION { %baseValue = #$scienceCap$ } And ask in Galileos forum for advice since he knows how his science definitions work and what might cause the problem. I don't use his planets pack and he probably has more knowledge than me anyways (If you do get help over there please post the solution here too!) Cheers.
  12. @Z-Key Aerospace thanks for the update. You did it ninja-style without a notice, so I'll use this comment to bump it for the people that are subbed. Edit: Here and now is stil verry laggy.
  13. It works. I just won't flag it as compatiblle unless ModuleManager is ready. A patch without the plugin that applies it is kind of useless.
  14. I wanted to have a look at history but it seems that the history is gone for good.... sad.
  15. Thank you so much. I can live without any mods with the exeption of this one!
  16. Please go ahead! Always made me sad that it stagnated,
  17. I don't have a clue how coding of the planets works and I don't demand perfectly seamles poles. they can, and should stay interresting. "just" close the gaps, done. Edit: Clearification: A pyramid, a hole, a cliff; that's all fine and interresting to explore just somehow force those gaps to be blocked by a terrain panel or something. @MinimalMinmus you for example have a nasty open southpole, lost a kerbal and a rover while exploring >:[
  18. I haven't been on the bugtracker since a while. Last time I used it was when they released the beta and asked to test it. How do I get there :S Will my old account stil work? Because now that I think of it the poles are one thing, but the dishes should also be placed that they make sense and not look like somebody just sticked them in the mountains (You can walk under a few and saving there will cause mayhem). And of course landers jumping in air on load, but that seems to be a thing they're aware of.
  19. Didn't see this one in the list: It's one of the most important mods in my opinion, should be listed.
  20. @bewing do you know if playing on different terrain setting might improve my chances? Like setting it to verry low? Edit: This thread was stil correct about the highlands, i found it!!! 1/2 done. Edit #2: And mountains were indeed in the lake near the icecap:
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