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  1. ExceptionDetector 1.1 [KSP ANY VERSION]

    Hi all - Will this mod help me find mod conflicts? Not sure I am wording that correctly - but in my current KSP, every now and then, when I put a craft on the pad, there will be no communication , when there should be. When I do a AFT+F2 and look the log, there is lots of red wording with excretion errors all over the place. [no really] I have attempted to read through it, but I can't seem to see a mod called out and was hoping that this mod [or another mod] would point the finger? Thank you.
  2. [1.3.1] Contract Configurator [v1.23.3] [2017-10-05]

    1.) Go to mission control - accept contact 2.) Exit mission control, check at the Space Center - contract is still listed 3.) Enter VAB, check for contract - no longer available
  3. [1.3.1] Contract Configurator [v1.23.3] [2017-10-05]

    I didn't see any reply or query to this... I did go back and read through the last 4 pages of the forums and did not see anything similar.
  4. [1.3.1] Ground Construction

    It is a brutal circle of life cycle , you need machinery for everything, but to make machiery, you need Mat Kits and Spec. Parts, when you also need machinery for .... [see where I am doing with this? So, having Mat. Kits waiting via an automated process seems okay to me.]
  5. [1.3.1] Ground Construction

    Hey @DStaal - thank you for the assit, appreciate it very much.
  6. [1.3.1] Ground Construction

    I understand how people though that; but it is hard enough to get a self sustaining USI base up with getting the path to machinery and supplies let alone material kits. Will the old MM patch still work or does a whole new one need to be written. [is a KSP gamer and not a mod author / hacker ] btw - thank you for taking the time for updating the mod and the reply.
  7. [1.3.1] Ground Construction

    Thank you for the update.... As one that uses USI and was RolePlaying in the area of automated advance kolony placement, having the ISRU smelt and having material kits available to built some kits, was pretty cool vs hauling bunches. Am I assuming that I can add it manually and still maintain some of the automation?
  8. I am curious if anyone has reported a possible "auto warp" issue with MJ in 1.3.1?
  9. okay.. yes! That is what I have been doing as a work around. Thanks as, I thought I did something wrong. again.
  10. Just curious - [I did read back a few posts and I didn't read anything related] with dev release #747 , the autostage doesn't behave like it used to. Well, it will only stage the decouplers and doesn't seem to see that there is an engine that needs to be staged. Is there something that I should check. Thanks,
  11. [1.3.1] Contract Configurator [v1.23.3] [2017-10-05]

    I think this is a known issue - There are contracts "stock I believe" that when I accept them, I see them at the space center [after leaving mission control] but when I go to another scene, that contract disappears. I do have a couple of other contract mods. Is there something that I need to do, in order to retain that stock contract or? My apologies for not keeping up.
  12. [1.3.1] Ground Construction

    Two questions. 1.) Since I am not using or have any of GC parts on bases or stations and I removed the mod, I would loose the smelting function? 2.) If I kept mod in a 1.3.1 build, can I build stuff with Material Kits?
  13. [1.3.1] Configurable Containers

    Oh.. no worries, I just always assume that I made a mistake and missed an important post or memo.
  14. [1.3.1]TextureReplacerReplaced v0.5.3

    Wha? Wow, never used them... Turns out the old TR still works.. thanks for the support.. I will just keep using what I have been using.
  15. [1.3.1]TextureReplacerReplaced v0.5.3

    If I remove the .PNG files [which are for the skybox] , the game just crashes.