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frozenwatters

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Everything posted by frozenwatters

  1. Thanks again for the update (good news for sure!) and all the work that goes into this awesome sandbox. Cheers,
  2. Personally I would prefer to have them both - if someone really does not want something, then they can ditch it themselves. Cheers,
  3. I guess you really could not call it a T.I.E. if it did not have them now could you Cheers,
  4. The only thing I know to do for this is to make your ascent less efficient (i.e. it has to be more steep and less flat), this is the only way to get to orbit and not have the KSC lose contact over the horizon. This will always be necessary until you get your short range comms network up there covering Kerbin for you.
  5. As an appreciative player, I certainly understand that good work takes time. As a Canadian, this part in particular would be very cool to see implemented. Oh my! Most of the time, I can't even recall the fun that I have had with those things. Thanks again for the update. Cheers,
  6. As a sole (at least so far anyways) career mode player, I would suggest to just through it in a few spots for now, release it so that you can get more exposure and feedback, and get it sorted after you get a bunch more feedback. Where it is in the TT should not hold it back from release (please don't let it delay the release). Once it is, I would be more than happy to throw my two cents in after playing through some career gameplay. I am actually holding off on a new career game until this is officially out anyways (this mod and one other - did I mention I am a modaholic?) Cheers,
  7. I have to say I am eagerly awaiting this mod to be ready for release. I have spent more time fiddling around with rovers and things with wheels (in a spacerocket game!? imagine that) and look forward to using these parts - if I run out of RAM for this one, I will be deleting some other part mods to make room for this one! You guys put so much work into this and you all deserve some time in the spotlight. Cheers,
  8. I have to say that I really enjoy the USI Kolonization parts but have not gotten far enough in a career game yet to fully enjoy all of it. I am a bit of a modaholic and spend more time trying to find the right combinations (of mods) to move on with a challenging yet fun career game. I find the two main LS mods that most players use a bit too hard core and interferes with my fun factor which is why I enjoy the IFI-KLS system instead as it seems much more Kerbalized than yours or others. I have been through some of the threads and I suspect someone has already asked before, but would there ever be a chance to get support for the IFI-KLS system so that Kolonization will play with it rather than the other LS mods? If not, is there anyone else that is using IFI-KLS and Kolonization that has worked this out at all? Keep up the great work btw and thanks again for your time and consideration. Cheers,
  9. I have to say, this has been one of my must haves since coming back to KSP a couple of months ago. I see alot of downloads but not a huge forum thread which makes me think you have many more fans that have not hit any crazy problems. This mod needs more attention than it is getting imho. Squad are adding "Remote Tech - like" (yeah I know thats not pretty) functions to their next update, they should really consider these gameplay options also.....it is a essentially a "Kerbalized" LS feature. Thanks again for this great addition to KSP I forgot to put a quick question - would you ever consider working with the USI guys to get this to work with USI Kolonization? It would be the best of both worlds afaic. Cheers,
  10. Just a quick Q about the contents of the download. It contains two MM DLL files, one .2.6.3 and also the latest .2.6.6. I have read that having two MM files of different versions is bad for your KSP. Is this just an error in the package or is it supposed to have two MM files in it? Cheers,
  11. Is anyone looking after these parts anymore? Just curious as the thread just seems to have recently come back to life and having high hopes for this. Was looking for some direction on how to properly install this. Looks like this was created long before my time and was never put into anything like CKAN (if it was even around back then) Cheers,
  12. Sorry ZLM did you mean that the craft file needs to be in the SPH folder first? (i.e. that will fix the tabs in the craft file) Cheers,
  13. Good afternoon everyone, I was not sure if this should go here or in Support threads but was hoping I would get more exposure here than in there. I have downloaded several awesome craft files I found in these threads, however they do not show up in my game (I did place them in the Sub Assy folder of my save game). Some of files have lost all of there tabs and are just a miss mash of information (i.e. the document is wide rather than long - if that makes any sense). Also - it is only happening with Sub Assys and not other craft files. Is there something I am doing when downloading or copying over to my game save file that is doing this? Or is there a quick easy fix for this rather than manually editing the file to fix all the tabs (very time consuming)? Any help is appreciated. Cheers,
  14. Thanks a bunch! You folks are a great service to the KSP community. Very much appreciated. Cheers,
  15. Is this listed somewhere else on CKAN? It does not come up in my list. Cheers,
  16. Good day all, I have the same question up in the -Support for Modded Installs- threads but have not gotten any hits yet so I thought to throw it up here. I am looking for the mod that changes parameters in Mission Control so hiring kerbals is only 40K and does not jump up incrementally. I had it in my last install but hit some trouble again with Texture Replacer killing my contracts so I did a fresh install and lost the mod I was using for the Mission Control changes and have not been able to find it again. Please help me find it. Cheers,
  17. Good day, I had this mod installed the other day and had to do a new fresh install and now I cannot seem to find this Mod again. Does anyone know what it is called or who made it? It adjusts the cost of hiring kerbals in the astronaut complex to 40K and also keeps that cost there instead of allowing it to get more and more expensive. Cheers,
  18. There are some solutions to this problem being posted here: http://forum.kerbalspaceprogram.com/threads/124211-No-contracts-appearing-in-Mission-Control
  19. I think I finally tracked this down to TextureReplacer also. Contracts are gone with it, but come back once its removed. I am still doing some testing and going to add some Contract Packs to see if there is anything else causing the problem. Cheers,
  20. Can someone elaborate for me what "B9/OPT CoL" means? I understand the Centre of Thrust part and I know what B9 is, just have no clue what OPT is. Cheers,
  21. Sorry just posting this from work and don't have any logs or anything. The same thing happened to me. I also did a fresh install, re-installed all my mods and started a new game and boom! Contracts still do not show up in the new freshly installed game. Will list my mods later on today once I am home. I suspect it is one of the recent mods I had installed (due to it finally being released for 1.0.4) yesterday but will have to check again. Cheers,
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