Jump to content

Caerfinon

Members
  • Posts

    2,009
  • Joined

  • Last visited

Community Answers

  1. Caerfinon's post in Boxes highlighting distant craft not showing up? was marked as the answer   
    Those boxes can be toggled on/off with the F4 key on PCs. Not sure what the binding is for MAC/Linux. 
  2. Caerfinon's post in What are material kits and how do i get em was marked as the answer   
    Material kits are indeed part of Modular Kolonization System (MKS). To get them you can do one of the following; (the first is the easiest for your immediate purpose)
    Launch a vessel with a Kontainer full of them and dock with the station. There are a number of "Kontainer" parts that can be set to material kits that you can load in the VAB.  Disassemble parts at the space station which will produce material kits, but you need a storage part to collect them into. Use MKS Manufacturing parts to turn metal, polymers, chemicals and machinery into material kits.  Use MKS WOLF background resource harvesting per biome to collect resources and turn them into material kits that can be transported and delivered to the station. Worth reading: 
    MKS Wiki MKS Guide WOLF - Industry without the part count WOLF Walkthrough
  3. Caerfinon's post in Is it possible to stop fuel flow from a certain tank? was marked as the answer   
    Right click the tanks during flight mode, and lock them. Can be done in stock. 
  4. Caerfinon's post in Is it possible to hide the orbit lines in map view? was marked as the answer   
    Too Many Orbits can clear them out 
     
  5. Caerfinon's post in Kerbals cannot be hired and Jeb is the only kerbal that can fly a vessel. was marked as the answer   
    Did you recently uninstall a mod that had it's "own" kerbal traits?
    If so, then there are likely "applicant" kerbals in the roster of your persistent.sfs that have one of these removed traits. The Astronaunt Complex, and the assign kerbals functions in the SPH/VAB are broken until these applicants with now invalid traits are removed from the file.   
  6. Caerfinon's post in One engine flames out even with intake? was marked as the answer   
    It's not a one to one thing. Air intakes provide a resource to the craft and each engine requires a minimum amount of that resource to function. A single Wheesley might run on one small cone but two will have more demand for air than 2 small intakes can provide.    
    If you use Kerbal Engineer Redux mod you can see the values required during design time. If you don't the stock value of intakes and engine requirements can be found here: Air intake and Jet engine

  7. Caerfinon's post in KSP stops loading at AirplanePlus/parts/@thumbs/herculesprop_icon was marked as the answer   
    delete the 0 byte file. @thumbs create themselves during load. (There is no @thumbs directory in the mod ZIP from CKAN). Then start your game again and see what happens.  If it fails post your ksp.log and your player.log
  8. Caerfinon's post in KSP stops loading at AirplanePlus/parts/@thumbs/herculesprop_icon was marked as the answer   
    delete the 0 byte file. @thumbs create themselves during load. (There is no @thumbs directory in the mod ZIP from CKAN). Then start your game again and see what happens.  If it fails post your ksp.log and your player.log
  9. Caerfinon's post in KSP stops loading at AirplanePlus/parts/@thumbs/herculesprop_icon was marked as the answer   
    delete the 0 byte file. @thumbs create themselves during load. (There is no @thumbs directory in the mod ZIP from CKAN). Then start your game again and see what happens.  If it fails post your ksp.log and your player.log
  10. Caerfinon's post in KSP stops loading at AirplanePlus/parts/@thumbs/herculesprop_icon was marked as the answer   
    delete the 0 byte file. @thumbs create themselves during load. (There is no @thumbs directory in the mod ZIP from CKAN). Then start your game again and see what happens.  If it fails post your ksp.log and your player.log
  11. Caerfinon's post in KSP stops loading at AirplanePlus/parts/@thumbs/herculesprop_icon was marked as the answer   
    delete the 0 byte file. @thumbs create themselves during load. (There is no @thumbs directory in the mod ZIP from CKAN). Then start your game again and see what happens.  If it fails post your ksp.log and your player.log
  12. Caerfinon's post in how many scannable objects are there on each planet / moon? was marked as the answer   
    Just the numbers...
    Kerbin 2 Mun 3 Minmus 2 Moho 2 Eve 3 Gilly 1 Duna 4 Ike 1 Dres 2                ( just kidding, Dres "doesn't exist" ) Jool 0 Laythe 3 Val 3 Tylo 3 Bop 1 Pol 1 Eloo 3  
  13. Caerfinon's post in How to deploy/attach large/heavy parts? was marked as the answer   
    An engineer can activate EVA Construction mode by pressing the "I" key or by clicking on the hammer and wrench icon on the toolbar.
    Then it acts like the VAB/SPH and the engineer can grab parts from storage within range and attach them as needed. 
  14. Caerfinon's post in How to deploy/attach large/heavy parts? was marked as the answer   
    An engineer can activate EVA Construction mode by pressing the "I" key or by clicking on the hammer and wrench icon on the toolbar.
    Then it acts like the VAB/SPH and the engineer can grab parts from storage within range and attach them as needed. 
  15. Caerfinon's post in So I accidentally set it so my .ksp files open with Wordpad. How do I fix this?! was marked as the answer   
    See -> https://answers.microsoft.com/en-us/windows/forum/windows_10-files-winpc/how-to-remove-a-default-file-association-app-from/3e498ed3-016d-4acd-847f-09c2470b711c
  16. Caerfinon's post in Modded Parts Not Showing Up.. was marked as the answer   
    Then you are going to have to research each mod and its dependencies, and the dependencies of all the dependencies as well. Then you will need to get all of the proper versions of the resulting list of mods and correctly install them in your GameData folder. 

    Parts not showing up correctly is typically due to the mod being installed in incorrect folders and the part config then not having the right path to the models and textures that it needs. This is not every case, but it is the better part of them. 
  17. Caerfinon's post in cfg to add science container to all command modules was marked as the answer   
    There's this one
    // Add in-vessel transfer support to all parts that can hold science, unless // explicitly disabled by the part. This is the same ability that the stock // Experiment Storage Unit has; it doesn't really make sense for it to be // limited to just the that part. // Author: Wyzard @PART[*]:HAS[@MODULE[ModuleScienceContainer],!MODULE[KerbalEVA]] { @MODULE[ModuleScienceContainer] { // Allow "Container: Collect All" and "Container: Transfer // Data" by default. &canTransferInVessel = True // Allow targeting by "Container: Transfer Data" on other // parts by default. &canBeTransferredToInVessel = True } } from:
     
  18. Caerfinon's post in Kerbal Spacesuit Colors was marked as the answer   
    In the astronaut complex you can alter some of the suit colouring by clicking on the coat hanger icon in the kerbal's picture. A window will pop up alowing you to alter the suit types and change the colours on the future suits.
    If you want to change the colours in a more extensive way, you need a mode like Texture Replacer  and either downloading a suit package or create your own.
    You can find out more detailed information in this post
     
  19. Caerfinon's post in Mods wont Download!! :( was marked as the answer   
    CKAN information is available in this thread. It is installed as a stand alone program on your device and then detects the KSP installations you have.
    Updates to CKAN progress as the mod authors make them. Some are very current, others are not.
    CKAN will give you an indication if one of your installed mods has an upgrade. CKAN will also resolve dependencies for any mod you choose to install and install the additional mods as well.
     
  20. Caerfinon's post in Disable runway markers was marked as the answer   
    You could use Waypoint Manger It has a setting to show all, only active, or no waypoints at all. The latter setting turns off the stock waypoints as well.
     
  21. Caerfinon's post in How could I change my signature? was marked as the answer   
    Look under your account settings/signature
  22. Caerfinon's post in How could I change my signature? was marked as the answer   
    Look under your account settings/signature
  23. Caerfinon's post in Eve redux with ckan was marked as the answer   
    Yes.  You need to keep your default EVE configs though (in your case AVP). 
    Just remove the EVE folder from GameData and replace it with the EVE Redux  version
     
×
×
  • Create New...