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MoonstreamInSpace

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Everything posted by MoonstreamInSpace

  1. I can't find the 3d printer templates (Maybe I'm looking in the wrong place? I would have expected at least one of them to be in the Hacienda.), are they in a different thing? I downloaded both Pathfinder and Sandcastle from CKAN.
  2. The latest update is labeled "Sandcastle compatibility update". What does that entail? Is it adding new templates yet (I can't find any)? Or is it mostly fixes so that parts can actually be printed (Which is also a really good thing!)? Sorry if I'm being bothersome.
  3. Are there currently any templates for the Blacksmith and Clockworks to be Sandcastle-compatible?
  4. Thanks for letting me know! Are there any plans to modify the play modes and parts to work with Sandcastle?
  5. Does this mod include 3d printing in 1.12? Does it need OSE (OSE is currently 1.10)?
  6. Is there some way to make EL compatible with craft/subassembly folders? It's annoying to have so many ship to go through.
  7. Is there a mathematical way that I can determine the deltaV imparted on the launched object given its mass and the number of mass driver rings?
  8. I'm just using the Flight Operations menu and throttle, I can't seem to get the Grav engine to just take throttle control for crazy mode.
  9. Second Question: how do I use Crazy Mode without accelerating? It seems that, as long as the engine is on, if I throttle up to use crazy mode, it also accelerates the ship, which is not what I want. Also, seems that gravity engines need a secondary engine to get off the ground before I can fly. Is this supposed to happen?
  10. I'm having a weird bug where the engines should be working fine (they consume fuel and everything), but don't push the spacecraft at all no matter what I try. Mods (I know, I have too many): My test ship was just a "Flapjack" command module, an engine, a gravity wave generator, and 4 cargo modules. The "Acceleration" stat on the engines stays at 0. EDIT:Strange, it's working now. It appears that I needed to turn on crazy mode?
  11. Just to confirm what I'm hearing: is this mod compatible with 1.11.2? Mostly, I want to use it because autostrut is doing literally nothing. New bug I just found: when I try to load KSP 1.11.1 with just KJR, it's just a black window.
  12. A lot of my mods are 1-2 versions behind. I just went through my modlist and downloaded each mod from CKAN. It's going to be nice to have everything auto-update!
  13. It's showing an infinity sign, not a ≥ sign. I'll send a screenshot in a sec. ∞ This one
  14. Sorry, a bit of weird phrasing. In the old CKAN, you could right-click a manually downloaded mod, and then press redownload to have CKAN update it and add it to the database. Is that possible with Terminal?
  15. I have an issue: CKAN won't replace manually downloaded mods. I hit enter, then ctrl-d, and a downloading screen shows up for a second, but the file is still the same as earlier. Do I have to delete each mod file and replace it with the CKAN version? Edit: CKAN isn't even downloading the mod. I deleted the old file, hit ctrl-d, and it didn't pop up in GameData.
  16. The batteries are missing on some of the parts. Also, it seems that the ablator and decouplers are missing too.
  17. I'm having an issue where if I have a ground VTOL hangar attatched to my ship, then whenever I try to click on ANY PART, it acts as if I clicked on the hangar instead. HELP! Thankfully, it only seems to be a problem with the ground VTOL hangar.
  18. I have one problem. When I use the "edit contents" menu and click on the "select vessel" button, it clicks but doesn't do anything. However, the "select subassembly" and "select part" buttons work. The only mods I have installed that I think could affects this are the craft file organizer mod and Extraplanetary Launchpads. Can I have some help? I'm in KSP 1.9.1 with Hangar and Configurable Containers on their latest versions.
  19. When should I jettison the boosters for basically any of the launch vehicles? Is there a guide I'm missing?
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