gamerscircle

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  1. [1.3] Kerbal Inventory System (KIS) v1.7

    I had an update notice from KSP AVC about the OSE Workshop, read the notes and it was because of that I found out that my KIS was a little dated. Is there still a version checking for KIS in KSP AVC? If this was already addressed in a previous post, my apology.
  2. [1.3] - Modular Kolonization System (MKS)

    Are you sure? On mine.. I don't think it was... I will be dropping a new drill this week and will be able to test that out. I really do appreciate the reply on this, as I thought.. I was starting to go a little loopie
  3. [1.3] - Modular Kolonization System (MKS)

    Hey all - I think I discovered a bug that might be been introduced in the latest MKS update? At first, I thought it was a mod conflict with my new KSP career, but I went back to a previous installation and have 2 separate bases setup that got the whole logistics working and was/is self sustaining. Now, i am by far no expert when it comes to MKS or anything. I play the game, get an understanding of the mod and have fun. On a drill, there is something called, [Resource Name] rate: When I first setup a drill, activate it everything runs fine! No issues, ore gets dug up, it goes into the container and the MPU pushes it based on the logistics. Sound okay so far.. right? What is the problem? When I swap away [leave psychics range ] and come back. The rate is n/a . If I stop and start them, the rate amount appears again.. but if I swap away and then back. The rate returns to n/a. https://imgur.com/Oh1XfDC I have this problem with a stock ORE and Gypsum drill. As I stated above, a prior career , I didn't have this problem , but after the MKS update. That is when I noticed it on this new career and when I want back to the previous [older career with the same updated MKS] the problem is there as well. Let me know if there is anything else you need to help.
  4. Hey all.. I need some help please, I posted this message in the general support for modded games and wanted to reach out here. Please let me know if there is anything that I can supply to help with this.
  5. HI there all - I started up a new KSP game with the following mods. https://imgur.com/a/M6Z3V I am also a KSP streamer and have had a couple of pretty knowledgeable peeps from the community pop in and observe this and thought that the best course of action would be to start here and see what might be able to be done. The "role playing" part of this was that someone on Kerbin got a new telescope and saw something, they pass that information along to the KSC and they discovered something beyond the known galaxy. [Enter Galileo Planet Pack aka secondary] Apparently there is a known issue and that nothing can be done that at times, solar panels will attempt to track towards GPP's star vs Kerbol, not that I have Fuel Cells, not really a big problem. Last night I had problems with a ore drill rig. It setup correctly, there was no loss of power, no overheating and ore was being dug up just fine. When I would switch away from it [outside of rendering range] and come back to it as the active craft, the drills were animating, but not digging. I would have to stop and start them again and then all would be good, until again I would swap away and then swap back. I have tried this with 2 different setups and the end result is the same. I would be more than happy to supply anything and everything to help find the problem. Keep in mind, I have successfully setup drill sites using MKS and stock , but this is my first time using Kopernicus and Galileo Planet Pack
  6. DarkMultiPlayer 0.2.4.3 [KSP 1.3.0] [Alpha]

    I did see that and I know they are public. I was hoping to find one that allowed KIS, KAS and KER. Honestly, I would setup my own, I can quite nail down the port forwarding.
  7. [1.3] Ground Construction

    I do understand and do appreciate the reply.
  8. DarkMultiPlayer 0.2.4.3 [KSP 1.3.0] [Alpha]

    Does anyone have a public DMP server that is available? I know asking if there is a 'public" server available doesn't sound like a very well thought through question, but I wanted to see if I would be able to use it with a couple of friends.
  9. [1.3] Ground Construction

    Hi there, There was some 'talk' about a possible future plan for the DIY Kits where you could make them on site? Is that still a option that is being considered?
  10. [1.3.0 & 1.2.2] Kopernicus (Release 6) - Aug 25

    I do appreciate the input, I have gotten a couple of visits in my stream with suggestions and I am also packing a fuel cell, just in case.
  11. [1.3.0 & 1.2.2] Kopernicus (Release 6) - Aug 25

    I recently started a new KSP career and am "role playing' that the scientists on Kerbin have made a discovery beyond their known solar system. I have installed Galileo's Planet Pack via GPP Secondary and all seems to be in order except that the solar panels are not tracking the correct sun and that this a Kopernicus bug? This is the first time that I have used GPP and Kopernicus and the information that I did get came from smarter people that me. [ smile ] Is there anything that I can do to help address this? [aside from packing lots of batteries and fuel cells ] thank you for your time.
  12. [1.2] Real Solar System v12.0 Dec 8

    Using the SSRSS and thank you for the help on this again..
  13. [1.2] Real Solar System v12.0 Dec 8

    Hey there @Phineas Freak - thank you for the reply , I haven't clicked on that link yet, but in my current mod list, I only have SSRSS, Kopernicus & Sigma - no Realism Overhaul.. Is this something that I should still read? Edit - okay.. my bad.. I see that this speaks to a MM Patch. Since I am not a KSP modder and just a player, I can take that text and create a .cfg file and drop into the GameData folder, correct? Edit again - After blindly just cuting and pasting and trying this out, I see now that this is an RO patch and didn't help my little issue. Any other suggestions?
  14. [1.2] Real Solar System v12.0 Dec 8

    First - RSS is cool.. and SSRSS is cool too. Even though I am been playing stock for the past couple of years, I haven't gotten bored of doing what I am doing. I took on a small task: Historical missions and I ran into snag, I don't know how to land on Venus. I can survive reentry, but the pressure of Venus blew up my lander. Suggestions ? Can I decrease the pressure? Is there a mod pad that had more resistant parts that might be close to Venera looking type? Thanks. and sorry, I posted something similar is SSRSS.
  15. [KSP 1.3] Stock Size Real Solar System [0.0.3.0]

    Hi there - Anyone anyone lead me an ear and perhaps a link or information on how I can land something on Venus? I ask this, as I am doing historical missions and even though I survive the reentry, the pressure is what don't know what I need to do in order to land Venera 7 Thanks,