CanisLupus518
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Posts posted by CanisLupus518
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On 8/18/2020 at 10:09 PM, Arrowstar said:
I believe it's ports 8282 through 8295. Let me know if you have any trouble.
I got it to work, looks like my real problem was that I didn't notice the whitelist file in the mod, so I have it all working, thanks.
This is a great tool, I am starting to see the power in it, but I'm struggling to bridge the gap between planning a mission (with MA or LVD) and actually executing it. I tried loading up a sample mission in MA (the EveJoolEeloo mission) as I thought it would help me just learn how to execute a planned mission, but I'm not sure how it is possible to launch into the planned initial state with the precision required to keep the rest of the mission on track. I launch into an orbit that seems reasonably similar, but reoptimizing on the new initial state fails. What am I missing? What should be the process\workflow from event to event while actually flying a mission?
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@Arrowstar I would like to setup a scenario where my friend can run TOT from his home and connect via IP to the plugin running in my KSP instance at my home. (Kind of like he’s my mission control). What ports would I need to open up in my router to allow this?
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On 11/6/2019 at 5:18 PM, hab136 said:
The above issue is probably the reason. Deleting one of the DLL's may make it work. Or not? Anyways I hope to put out new versions this week.
Just an FYI that the delete\rename of the DLLs as above does not resolve the issue. I look forward to the new versions.
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This mod in 1.8 and 1.8.1 prevents KSP from loading
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On 10/26/2019 at 10:03 AM, Morse said:
@Boris-Barboris I guess it'll take some time for squad to fix things. In the meantime you can try the quick-and-dirty fix that I just made. Didn't test it though, but it does seem to at least not make things worse
In the archive are both sources and a compiled dll.
https://drive.google.com/open?id=1urH693pKZDQhiIQn9Gf5VCE0D7QKqSI0
Where should I put this dll to try it out?
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@DMagic thanks for this mod. I only installed it a few days ago, but it already so useful. As a question or possibly a feature request... is there any way to filter the list of contracts to only see those that have not been assigned to any mission?
Again... thank you for all you do.
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On 8/11/2019 at 9:08 PM, hab136 said:
If you want to revert to the old way, just remove ":HAS[#moduleID[fuelSwitch]]" from Patches/FuelSwitch.cfg.
This worked, thank you very much for the reply. I'd rather have the non-resource parts with the pump module than the opposite, so this works out for now. Your effort is definitely appreciated, this is a great mod
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I love this mod, and it comes in really handy for large orbital fuel stations. I noticed that the fuel tanks that come with Near Future Construction are not getting the pump\balance ability. I'm hoping this might just be a module config tweak... anyone have any ideas? (I think it's using B9 Part Switch, and not all of the alts have resources)
[1.8.x to 1.12.x] kRPC: Control the game using C#, C++, Java, Lua, Python, Ruby, Haskell, C (Arduino)... (v0.5.2, 18th March 2023)
in KSP1 Mod Releases
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I installed the 0.4.8 version of the mod using CKAN after temporarily enabling 1.5 compatibility. It seems to work in KSP 1.10.1. Ihave not tested every API, but so far I am able to get orbital telemetry without an issue