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Nizrael

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    Round Peg
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    Planet of Square Holes

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  1. Quite a few Sailors following this thread! I was an avionics tech with HSL-49 at NAS North Island from 2006 to 2011 with deployments aboard the USS Crommelin (FFG-37) in 2007-8 and aboard the USS Chancellorsville (CG-62) in 2009, and at FRC West at NAS Lemoore from 2011 to 2013 when I got out as an AT1(AW). I never did have the pleasure of boarding a sub, but the frigate I deployed on definitely left us with its own kind of "boat smell."
  2. In a standard Windows command prompt. Press the Windows key + R to bring up a Run window, type cmd and press Enter in the Run window to bring up a command prompt, change directories within the command prompt to the directory ckan.exe is in, and at the command prompt type "ckan remove ZeroMiniAVC" without the quotation marks and press enter. The directory open within the command prompt window needs to be the directory ckan.exe is in.
  3. I ran into the same problem everyone else has been having and I just want to confirm that the suggested command line workaround on the GitHub issues page [ckan remove ZeroMiniAVC] worked for me and un-borked my installation on Windows 10.
  4. @DMagic's SCANsat mod is fantastic for mapping out planets prior to landing attempts. It even allows you to color your planetary maps by slope so you you can find a nice flat spot to land your spaceplanes, which you can then mark with waypoints for navigation through the cloud layer. Its compatibility listing on CKAN only extends through version 1.10.8, but it's working just fine for me so far in my latest 1.12.3 career save.
  5. Hello, @Angel-125! I installed MOLE and the MOLE CRP play mode through CKAN, and I noticed in the GameData\WildBlueIndustries\MOLE\ModuleManagerPatches folder, the RealPlume .cfg file is missing the period before the file extension; the filename is "MM_RealPlumecfg", as opposed to "MM_RealPlume.cfg". I put the period in the filename in my local installation myself and restarted after deleting all the MM cache files and I haven't noticed any wonkiness yet, I just thought you might want to know.
  6. I hope you don't mind some screenshots for your thread, @linuxgurugamer, these recycled bargain rocket parts are just what Dr. von Kerman ordered! For a first flight in a new career save, these parts are just... *chef's kiss* Perfection! A very Kerbal first rocket! Barbie 1 prepared for launch. Liftoff acheived! IT LIVES! Barbie 1 approaching MECO. Barbie 1 deploying parachutes. Returning to Kerbin. A perfect three-point landing! Turns out a charcoal grill with a fire extinguisher duct-taped to the bottom has a self-righting low center of gravity.
  7. Hello @HebaruSan and apologies in advance if this is the wrong thread for this, but the CKAN listing for "Superfluous Nodes" by @Geonovaststill shows 0.6 as the latest version, with max compatible game version listed as 1.7.1. The latest version is 0.7, uploaded to Spacedock back in May, but the change hasn't propagated to CKAN for whatever reason.
  8. Finally, now I too can make the Kessel run in less than twelve parsecs!
  9. Just a heads-up @Geonovast, the CKAN listing for Superfluous Nodes still shows 0.6 as the latest version, with max compatible game version listed as 1.7.1. I have no problem installing the 0.7 version from Spacedock manually, but it might be a source of confusion for someone in the future.
  10. Thanks for satisfying my curiosity, the CKAN descriptions don't make the distinction between the two clear, though I see now I could have spared you the bother if I had bothered to look at the readmes on Github before asking. Lesson learned! Again, thank you so very much for your efforts keeping all these great mods alive!
  11. Hiya @linuxgurugamer, thanks for all you do for the KSP mod community! This isn't a vitally important question, but I'm curious, does your Space Tux Library overlap with functions in SpacetuxSA, or do they do different things? I already have the Library installed as a dependency of several of the very many mods you keep alive, but CKAN is telling me Better Science Labs requires SpacetuxSA and warning me it isn't compatible with 1.12.3. I'm about to override CKAN and tell it to install it anyway, I was just wondering.
  12. It's a coral formation terrain scatter I found at @ 650 meters depth under Gael's oceans, so I assume it's from Galileo's Planet Pack, but for this game instance I kinda just went through CKAN's database and installed every mod that looked interesting, so it might be from another of the 223 mods I'm currently running. It takes my PC an entire 9-12 minutes to load, but it's totally worth the wait even though my GPU doubles as a space heater while I'm playing. My modlist:
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