mostlydave
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Everything posted by mostlydave
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I've been disabling the rear wheel drive & steering to reduce power usage and prevent rollover. Easily one of the best mods I've played with! If you're looking for add on recommendations I think an attachable probe core would be great, so the rover doesn't show as debris and can exist without its host ship. Also some lights that would be great! Would the half scale version come as a unit that just unfolds instead of assembling?
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[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
mostlydave replied to pizzaoverhead's topic in KSP1 Mod Releases
Ok, I figured, I'm going to grab the rcs pack while I wait! -
[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
mostlydave replied to pizzaoverhead's topic in KSP1 Mod Releases
I also tried this on x64 0.24, and I'm not getting any sound added to my mod wheels after adding them to the config file, does this mod need updated first? -
[0.90] Kerbin Shuttle Orbiter System v4.13
mostlydave replied to helldiver's topic in KSP1 Mod Releases
I'm not sure what happened there, after I parked the fire truck there I went back to the hangar to try a patrol car and when it loaded it was really lagging bad, so I reverted to the hangar and when to flights and when I came back to the firetruck the wheels were gone, I haven't had a chance to quit the game completely and reload, but I'll let you know if the wheels come back! -
[0.90] Kerbin Shuttle Orbiter System v4.13
mostlydave replied to helldiver's topic in KSP1 Mod Releases
V4.03 Alpha test Album, attempted recovery with heli: -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
mostlydave replied to sumghai's topic in KSP1 Mod Releases
I'm also using KM and I'm not getting that error either. I have my LES set up with it for abort and to jettison once the main booster tank is empty as well as auto deploy chutes on reentry and it's all working with no bugs. -
[24.2] Karbonite Ongoing Dev and Discussion
mostlydave replied to RoverDude's topic in KSP1 Mod Development
That did it thanks! -
[24.2] Karbonite Ongoing Dev and Discussion
mostlydave replied to RoverDude's topic in KSP1 Mod Development
I'm not sure what I'm doing wrong, and I was really excited to try this out, but I just can't find any deposits. I tried setting up a test rig and it shows 0.0ppm no matter where I set it down. I tried scanning with a satellite in orbit and nothing shows up on the map and It never shows anything other than 0.0ppm. Is there another mod that is required to get this working? -
[24.2] Karbonite Ongoing Dev and Discussion
mostlydave replied to RoverDude's topic in KSP1 Mod Development
If hotspots don't show up on the map, how do you find the kerbonite? I'm sure I'm misunderstanding something, I couldn't seem to locate resources in mks either. -
[24.2] Karbonite Ongoing Dev and Discussion
mostlydave replied to RoverDude's topic in KSP1 Mod Development
Do hot spots show up in the map view? And is there a set operational height for the scanners? -
[0.90] Kerbin Shuttle Orbiter System v4.13
mostlydave replied to helldiver's topic in KSP1 Mod Releases
Try extracting the gamedata folder from the zip file you download into the Kerbal Space Program folder. if that doesn't work try deleting the KSO folder from gamedata and try a fresh install. -
[0.90] Kerbin Shuttle Orbiter System v4.13
mostlydave replied to helldiver's topic in KSP1 Mod Releases
Testing with the newest version on the first page of this thread, win x64 seems to be working fine for me. I've got kw rocketry and and the USI Kolony mod, with no atm, and no crashes so far! -
I just tried the github build on win x64 and everything seems good to me, I'm missing the effects for the small engine but I'm sure that has something missing in the build? I didn't alter anything I just downloaded a zip and put it in my Gamedata. I am also missing/not seeing how to decouple the CM from the SM
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Locking threads... Again
mostlydave replied to mostlydave's topic in KSP1 Suggestions & Development Discussion
Take a look at rule 3.2 Backseat moderation. -
Thanks for locking another thread and proving my point! here's what I was trying to type while you were locking the thread: I hardly thing "pretty much everything that could be said" was said in a few pages in less than 24 hrs, so it doesn't seem legit to me. It seems like "oh here's something we don't want to draw attention to so let's lock it." I would really like to have heard what Squad intended to do about it. I didn't start this thread to discuss the modstat issue, I just wanted to make Squad (if they're reading this) aware of this customers opinion, since every other thread on the topic is locked. It just doesn't seem right to me to lock every thread on a topic, even if legitimate discussion, without arguing was going on like the thread I linked to above. Edit: oops I guess we're not allowed to openly discuss decisions like this... doesn't make sense to me but that's the rules
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why is every thread about modstats being locked? this one for example: http://forum.kerbalspaceprogram.com/threads/87084-Squad-please-clarify-your-official-stance-on-the-ModStatistics-controvery I'm not buying the whole "everyone had a chance to speak" thing, this is not the only thread on the forum that has been locked by the same mod with the same excuse given. I would have loved to chime in on that thread, but apparently less that 24hrs is long enough for everyone to discuss a complicated and controversial topic? I for one think its absurd that modstats was distributed with some of the most popular mods with an opt out option. If wanted it installed and snooping on me I'd install it and enable it myself. I would have loved to have given my opinion as a paying customer in the thread above but it was locked for no apparent reason before I could respond. You don't grow a supportive community by trying to silence people having a reasonable discussion about an important topic that may have a major impact on a lot of popular mods.
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[24.2] Karbonite Ongoing Dev and Discussion
mostlydave replied to RoverDude's topic in KSP1 Mod Development
When the time comes for testing, I'll be here for you! -
[24.2] Karbonite Ongoing Dev and Discussion
mostlydave replied to RoverDude's topic in KSP1 Mod Development
This is awesome! I only recently installed kethane, and first thing I did was disable the data mining, this looks like it's going to blow methane out of the water! I really wish I had some modding abilities, but I'm here if you need anything else! -
Looks great so far, can't wait to try it out!