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LasseG

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    Bottle Rocketeer
  1. Hello, im just about to try out your mod, and maybe i'm just a noob at this, but how exactly do i actually go about getting the 0.1.0 release?
  2. Am i the only one who can't get the lens flare to work in 0.90? I copied the files into KSP_data and KSP_64_data and overwrote the existing ones, but no matter which ones i try they just don't change from the stock look?? I'm using a stock build of ksp, with only the steps leading up to lens flare completed..
  3. I can't get it to work either.. I'm using the 32 bit client, but with forced OpenGL.. I have both the FirstpersonEVA and the HullcameraVDS in my gamedata folder, but there's no "activate camera" button on the kerbals.. And i've changed the keybindings to "," and "." because my keyboard doesn't have dedicated "=" and "-" buttons, but they don't work either.. Using a stock ksp install.. Any ideas?
  4. Will do that, thanks! If it is a memory issue, is this compatible with ATM? EDIT: Scratch that, i just now realized that you're also the author of ATM, so i'm guessing the answer to that is yes
  5. Hi I'm sorry if these issues have been posted before, but i tried going back a fair amount of pages and didn't see something like it. Anyway, when i'm trying to get EVE to work, i get these weird looking results http://imgur.com/a/6W6Cg Have anybody seen something similar, and knows what causing it? I'm using the 9-2 overhaul posted 2 or 3 pages back, as the 7-4 crashes for me, and this is on 0.25 32bit. I have somewhere around 10 other mods installed (MKS, Remotetech, Tac, Far, DRE, KAS and a few others), are there any mods that are known to be incompatible with EVE? Thanks in advance
  6. Take your time, no pressure from me. Just wanted to make sure it wasn't just me doing something wrong And might i just use this opportunity of my newly created account here, to express my gratitude for your amazing work on this mod! This mod really makes KSP go from one of, to the absolute best game I've ever played! Keep up the great work!
  7. Do you also have the thing where it asks you to update the interstellar tech tree when you start a new career? And the thing about the next node not being shown until you re-enter the R&D facility? Done that, it's still not using the interstellar tech tree. there was no "notree.cfg" but i overwrote the tree.cfg that was in my savefolder, but it still uses the stock one. Even if i start a new game, and place the interstellar tree.cfg in the savegame before having done any research (and selected the interstellar tree in treeloader) it still uses the stock tree.. I'm guessing they've fiddled with how the tech tree works in 0.25 then?
  8. Hi I'm not sure if i'm just doing this completely wrong, or is this is somehow related to 0.25 but i'm having a few problems with KSPI. I've removed all other mods, so i'm starting with a completely unmodded game. I've installed KSPI as per the instructions, but it won't work quite right. When i start a new career mode, i get several different errors related to the tech tree. First of all there's a popup saying there's an update available for the interstellar tech tree, if i choose to press update, it says i need to restart the game, but after doing so, the popup just comes right back up.. If i just dismiss the popup and select the interstellar tech tree anyway, which seems to happen successfully, it just loads the stock tech tree anyways (I edited in 15000 science to test, and it's just the regular old tech tree all the way). Also every time i unlock a new node, it detracts the science points, but doesn't actually show the next node that should be available for unlocking, for that i need to exit the R&D facility, and re-enter and then i can see the next node etc. I'm using no other mods than KSPI, on a fresh install of KSP.. Anyone have any thoughts or similar experiences? I'm sorry if this has been discussed before, but 1200 pages is a bit much sift through..
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