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Bored971

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Everything posted by Bored971

  1. I hate to be "that guy" but this has always been my absolute hands down favorite mod for KSP. Is there any chance it's being updated to 1.10? Or is there another forum thread I should be seeking for it now? Thanks for all you've done keeping my favorite mod alive for so long. Hope all is well during turbulent times.
  2. Just wanted to take a minute as I circle back around to KSP to pay my respects and ask my usual question; is this working ok in 1.10.x? Thanks for all you do Nertea.
  3. I apologize in advance if a bunch of others have said this; I looked and didn't see it but it's always possible I missed it. @RoverDude Are you still working on this mod to bring it current for 1.5.1?
  4. Hi DMagic. Love all your work. I'm curious if Science Relay and your other modlets are on CKAN and I'm just missing them? It's been killing me trying to figure out what mod let me transmit science between vessels and when I figured it out the one that did it doesn't seem to be there even though most of your other mods are.
  5. First off, THANK YOU!!! Since I came back to 1.2.2 KSP I've been dying for this mod to be updated and to see it pop up on CKAN made my entire day. I've been playing around with the various parts and ogling how much prettier they are. The only thing I've found is that the Survey Scanner looks very strange. The attachment node is sort of floating below the actual scanner and the scanner itself seems kind of stretched perhaps? I have some images and if I am able to figure out how I will attach them to this post.
  6. I'm not sure if it's just me but alot of the parts seem kinda low res compared to other mods I use and the stock parts. Is there a setting I've got wrong somewhere?
  7. No screaming here Nertea! I had the same problem as anyone else, was frustrated, went back to the old mod (which seems to work fine to me) and figured it'd get fixed. I'd love to see the LFO engines kept as well but I've been looking for an excuse to play with monoprop more anyway so whatever winds up happening is ok with me. I guess the important thing for all of us to remember is that these are mods; I think it's really easy to forget that when, without the mods, KSP is about 10% of what it could be with them. I'll look forward to the patch!
  8. D'oh! Thanks for that. Usually I just take those "save a kerbal" missions and use what I get from those instead of hiring them at all lol. I'll give that a try. Thanks!
  9. I've been using alot of your mods for awhile now but I've only recently picked up MKS. I love the parts in it but the other classes (biologist, geologist, etc.) were a surprise to me. Is there a way to get the parts from this mod in my game but to get just the Pilot/Engineer/Scientist job types only back? The problem I'm running into is that I have only a couple scientists and all these other classes and can't run a science lab at all!
  10. I've had no problems until today when I loaded up my save and saw... the ocean is gone. I thought I could just change some settings but I can't seem to fix it and, what's worse, is that when I turn the screen or anything the game stops running for a split second every few seconds. Then that split second gets worse and worse and worse until finally the game locks and crashes. I've not seen anything like it and it certainly wasn't doing it before. I haven't changed anything as far as new mods on my save game except to update them on CKAN, Kerbal wasn't updated, and a new save game I started didn't seem to have the problem. Uninstalling this mod seems to fix it but then everything looks rather boring compared to how it used to look lol. Any ideas?
  11. So I had this mod installed under 1.0.5 without incident. Since the pre-release for 1.1 I redownloaded it since it appeared on a thread as 1.1 compatible but everytime I try to load KSP with it installed my game stops loading saying Asset 0 Bundle or something similar. The game stays at the loading screen and the little quotes keep cycling but it never gets any further in the loading. Is the mod broken for 1.1? Or am I doing something wrong? Please help!
  12. Really looking forward to including this in my 1.1 install. Thanks for all you do!
  13. I wish I could offer more than my thanks. That's the link I followed before but I couldn't find a link to DL it as a file, only to view it as a text format on the screen. I cut n pasted the text into the CustomWaypoint file and now, when I click the "import waypoints" button in game, it says it's importing 41 waypoints but none show up in the actual window in game. Edit: I fixed it. It was a problem with the way I had pasted in the info to the CustomWaypoints.cfg file. In case anyone else has this problem I'll briefly cover what I did to finally make this work right. On the link provided I went to "Raw" so that the files to be downloaded were shown as formatted text. I then manually cut and pasted that into the CustomWaypoints.cfg file. I had done this previously by downloading the two files and then cutting and pasting their contents into the CustomWaypoints.cf file but doing it this way kept none of the text formatting and made a mess of it. Hope that helps someone out there and thanks for your work nightingale! Awesome mod!
  14. I'm sure the explanation will make me feel foolish but I have been trying for awhile now to download the custom waypoints linked above. All I am ever able to see is what looks like a text file of programming. If someone would please take pity on me and tell me what I'm missing? Thank you kindly.
  15. Looking forward to that 1.1 prerelease update DMagic. Take your time! Your work is awesome and pretty much single-handedly made me not tear my hair out during science. Thanks for all you do.
  16. This is the link for the list being kept up of 1.1 Pre-release compatible mods. Also CKAN seems to have been fixed to work with 1.1 though I've also noticed it sometimes doesn't have the most current builds loaded (AVC will catch this, usually.) If the point being made was that 1.1 is Beta and has bugs then fair enough. Hope that helps :-)
  17. Fair enough. Prior to my posting on it I hadn't seen anything for the problem or naturally I wouldn't have done so. Would you be so kind as to point me in the right direction of where to look so I don't go wasting the time of these fine modders in the future?
  18. A lack of reading has nothing to do with it. Removing a conflicting mod isn't really a solution even if it might fix the problem. Bringing attention to the conflict with statistical information is what beta testers do. Clearly the fact that RBray posts on here means that he sees our postings so I suspect what we're doing here will help these two modders get their mods to work together (especially given that the opening menu for Scatterer calls out EVE directly :-p). Thanks for the information though!
  19. Hi Mr @Ven Kudos on what is, in my opinion, one of the handful of mods that keep me playing KSP. I'm looking forward to seeing your awesome models in the (pre-release) KSP 1.1. Since I assume you're busy updating things to work on Unity 5, can I just draw your attention to a bug persistent in 1.0.5 I've seen regarding the cover designed for the 3 kerbal pod? It seems like the door on it doesn't match the pod's door so when you open the door on the cover, it isn't properly aligned with the pod's hatch. I'm 99.9% sure this is your mod I'm thinking of :-p I'm rooting for you! Keep up the amazing work. Squad, give this guy a job! Sincerely, A Fanboy
  20. First off awesome work! Love this mod. I just got it and EVE installed without incident and they seem to be running for me fine with one exception. In one section of the sky, advancing over the sky as the sun moves, are a series of vertical bars, like great big rectangular plates evenly spaced. I have screenshots but I'm rubbish and can't seem to get them to paste in here to upload them. I've tried killing Godrays thinking that might be the problem but without luck even after exiting and reloading the game. I didn't see any existing fixes for this but perhaps it will ring a bell. Keep at the awesome work guys; fastest modders in the world Edit: Figured it out :-p I've found that if I hit Alt-F10 and click the button that says Disable Postprocessing the problem goes away but as this also removes the beauty of the mod.... Since I see people posting their specs (dunno why I didn't think of that) I'll say that I have an Intel i7-3930k processor, 16 GB of Ram installed, and a NVidia GeForce GTX 660 video card. Hope that helps nail down the problem :-)
  21. I'm curious; would it be possible to somehow bundle HGR and the community fixes together in such a way that I could simply click "HGR" in CKAN and have it install all of it? I used to do all the cut n pasting to folders and such but I've gotten so used to CKAN's ease of use.
  22. So first off I absolutely love this mod. It's the first one I apply everytime; fixes my troubles, makes my rockets look like rockets, etc. I am running into a glitch though that is making it so I can't use it though. Certain parts, when I place them, I can no longer place anything on them or remove them again. Specifically I've noticed this with anything in the command section (Lander Cans, Command Pods, etc.). I've noticed that if I place them first they stay able to be interacted with but otherwise, when I try to attach a girder for instance, the girder just passes through it. I've also noticed this on other parts outside of the command tab now such as the 4 kerbal 2.5m station/rocket piece (sorry I can't remember what it's called off the top of my head!). When I uninstall the mod the problem goes away. Please help! I need this mod in my life!
  23. Please update for 1.0.4; this is my favorite mod hands down; it makes everything look better.
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