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Manimal

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  1. Well, I tried to make a picture of the effect and what do you know, it behaves as it should. I have no idea what I did different but clearly the problem is in front of the screen. Thanks for offering help, linuxgurugamer.
  2. Hi, I'm following the instructions on the first page to create my own desings. For square decals it works very well and is really easy. However when aplying the same logic to non square decals the result looks very poor, like compressed and unrecognizeable. Is there something different for the non square decals?
  3. I do have a problem with an older version. I'm running a 1.3.1 game and I get no indication that Kethane is even installed. No parts, no pink, no hex grid, nothing. I'm using Kethane 0.9.10, which was called 1.3.1 compatible a few pages back. I even deleted the unneccessary Mac and Linux files. I'm getting: " [LOG 19:50:09.272] PartLoader: Loading part database [LOG 19:50:09.273] PartLoader: Compiling Part 'Kethane-0.9.10/Parts/kethane_1m_converter/part/kethane_1m_converter' [ERR 19:50:09.277] PartCompiler: Cannot clone model from 'Kethane-0.9.10/Parts/kethane_1m_converter' directory as model does not exist [ERR 19:50:09.279] PartCompiler: Cannot compile model [ERR 19:50:09.280] PartCompiler: Cannot compile part" in the KSP log. That I get for all parts of the Kethane mod. Even while the problem arises in a heavily modded game it also happens in a clean vanilla copy of 1.3.1 Apparently I'm missing something. Glad for anybody that can throw in advice.
  4. Ha, I obstructed my hatch with a decal. Any chnace to make decals unobstructing?
  5. Sorry for nekroviving this thread, but 'complicated' in the sense of programming or the theory behind the mod? Just asking, as I liked Biomass very much, even though I never really got it to work as intended.
  6. Yeah, I#m trying to do the same. However some mods ceased updating before 1.3.1 and some just plain out jumped from 1.2 to 1.4
  7. I have a question which may sound dumb, but are there mods that do not follow the KSP version history but are best installed in the latest variant? (regardless of KSP version used)
  8. Yes, I found out that some of the mods are labeled with a KSP version that is not correct. BTW that was the reason for MKS not working, now I have found a working version. Also, there is a resource page for 1.3 mods, listing it here for information (probably already known):
  9. I'm back after a longer hiatus. Since in the past each new version killed my modded games I have not achieved much in KSP despite investing many hours. So, this time I'm not aiming for the latest version but for a good solid version with good mod support (as without mods the game is not half as interesting). So, this brought me here, I'm installing a 1.3.1 version in the hope to get good KSP gaming. However I have my first obstacle, MKS install ledas to a game crash. Ahh, whatever. Are there any dedicated 1.3.1 pages for support? For mod exchange? Advice on troubleshooting?
  10. Just reporting that the bioscience module (the red and white box) has problems that when it is attached nothing else attaches to it.
  11. Option number two please. So Commsats can have multiple comm devices to channel to and from different places. Dedicated non-com sats hook up to the comm network.
  12. I will try this. I also noted on ~page 510 of this thread that it had been asked before. Thanks for the reply.
  13. I have a problem that my Vostok capsule does not decelarate enough and plows straight into the ground at ~800 m/s. Trying to activate the chutes has them ripped off. I'm not using FAR. Am I missing something?
  14. That does work but the the limit of contracts I'm allowed to take at the same time means that many contracts expire and vanish.
  15. Is that so? I was under the impression that only the parts inventory was scrapped/disabled. Is the parts counter (time discount controller) also disabled? Also, on a completely mod unrelated note, how to fulfil contracts if build times are high and contracts vanish after a few days?
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