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About mattssheep4

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    Rocketry Enthusiast

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    TSN Viper, Captain's Chair ( www.terranstellarnavy.net )

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  1. @TriggerAu I was having this problem as well. In case it helps, as a workaround I resolved it by setting the resolution to lowest setting, restarting the game, and then changing the resolution to my normal setting.
  2. USI Colonization mod adds a bunch of new professions: Scouts, Medics, Quartermasters, about a dozen others. "Colonists" are one of them. Also life support mods are not required if you don't want that hassle. They boost funds/science gains from colonies. https://github.com/UmbraSpaceIndustries/MKS/wiki
  3. Guys I don't see why people are always either "Yes, this or that feature should be in the game" or "No, it shouldn't". KSP 1 has done pretty good with customization settings to allow players to choose how they want to play. E.g. the commnet can be turned on or off depending on player preference. There's no doubt in my mind that if a construction time feature is added, it will be optional. As such, I can't honestly say that I care if it's in the game, since if it's not, someone will probably make a mod for it, and people who want that feature will install the mod.
  4. Classic. As soon as I get most of my mods sorted and things look like they're working ok... an update comes. Not that I'm complaining about the update - but I've gotta move a lot of folders again.
  5. This mod continues to be almost certainly the most useful mod out there relative to its size. Thanks, linuxgurugamer, for keeping it going!
  6. I'm getting an error saying that these two files are already referenced (presumably from Unity already). Should I remove them and replace with the ones from the KSP folder? EDIT: I've got things mostly working (I think?), but there is no logging happening in the console. In ksp.log, there's this line which is confusing me: There's no reference to ContractDefs in my code, anyone know what gives? Edit 2: Started from scratch a few times... oddly enough, the last iteration showed a similar problem as what I've seen consistently in my attempts to mod KSP, where I can access K
  7. Going through this again, now that it's complete. Just reading this part of Chapter 9 gave me the shivers.
  8. Does this require the game to be in steam then, or is it just checking if you have the latest released version? I go through the KSP Store.
  9. Any chance this will be fixed someday? Yeah... on further reflection, its probably better this way
  10. This only works for transferring from the ksc to orbit, correct? I seem to recall seeing a mod that would also let you transfer from one station to another, but I may be misremembering. Regardless, adding to my career save
  11. Thanks for the feedback, it's my first time using CC or the Exploration Plus pack and I'm sorry to hear CC isn't being as actively developed. But such things happen. I've done the same thing as @vardicd with mod libraries since 0.25 in my case - there's lots of old mods that had a good run.
  12. Hi there, I"ve got a craft in orbit around Kerbin after orbiting the Mun after accepting the "Orbit the Mun" contract, but it's not registering as complete. Screenshot attached. This is actually the second craft I orbited the Mun with since accepting, the other returned successfully to Kerbin but to my surprise did not complete the contract.
  13. Spaceplanes are my bane. I can do pretty much everything else, but I can't design or fly spaceplanes effectively. I can build and fly regular planes fine though. Give me transfers, docking, or rendezvous any day, just don't keep me from using rockets instead of spaceplanes
  14. I've seen a few references to W.O.L.F. and Atlas, and they sound really interesting, but there's been nothing since September. Any updates on them? @RoverDude
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