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Stone Blue

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Everything posted by Stone Blue

  1. MaverickSawyer, there are a couple configs for LLL (1 for the antennas, 1 for the probes), that comes pre-packaged with RemoteTech... Even though they are included in the latest RT release for 1.0.5, i dont know if the LLL .cfgs have been, or need updating... I also dont know if they are for the older LLL mod, or for SXT...???
  2. ^^ Is it generally the same case with KSPAPI Ext. as well? Actually, is the election for newsest vers. a specific MM function, or generally a KSP built-in thing for all .dlls?...I'm guessing its the 1st case?
  3. I know its on hold for now, but IIRC, KerbinSide adds some sea-side launch bases with docks, that might work... Hopefully AlphaAsh will add a new supplement for better launch sites for watercraft, especially some submarine pens... ;D [url]http://forum.kerbalspaceprogram.com/threads/82785[/url]
  4. Hey All, Sorry if this has been asked before, but I cant find anything with Google... I'm looking for module definitions for RemoteTech & Firespitter... Are those posted anywhere publicly? Even tho they are mentioned in the KSP CFG wiki, there's nothing listed.. I'm messing with the old RemoteTech 1 antennas, as a starting point for learning more in-depth editing & creation of .cfg files... I guess they need the Firespitter plugin, as well... I found DMagic's Science Animate modules (which I might also try to use), but havent found specifics for RT or FS... ??? If not definitions, how about at least a list of all the current modules that RT uses? ie is ModuleRTModalAntenna still a valid module?
  5. [url]http://forum.kerbalspaceprogram.com/threads/139047-Tracking-Station-has-graphical-error[/url] [url]http://forum.kerbalspaceprogram.com/threads/139426-Graphics-corruption-in-fullscreen-Tracking-Station[/url] [url]http://forum.kerbalspaceprogram.com/threads/138814-Bug-in-Tracking-Station-1-05[/url]
  6. Nice part! Congrats... :thumbsup: I agree, the community was very helpful when I made my 1st part...There are LOTS of excellent tutorials and info out there, also. I had never done ANY modelling, or programming, and I was able to make a working GPS antenna for Figaro (Kerbal GPS), as my 1st part: [IMG]http://i.imgur.com/tU2Oxhj.jpg[/IMG] The hardest part was not the modelling or the texturing, or even writing the .cfg; but using Paint to actually piece together the texture from different elements...Especially the tiny blue image of Kerbin... lol Then the .cfg file was really easy, too. Its quite a feeling after you finish your 1st working part, isnt it? :D Hopefully your post will encourage other people to give making parts, a shot... EDIT: Ooops...sorry, did not mean for that pic to be so huge... See, I cant even Imgur very well, but I made a WORKING KSP part!... lol
  7. Hey All, Sorry if this has been asked before, but I cant find anything with Google... I'm looking for module definitions for RemoteTech & Firespitter... Are those posted anywhere publicly? Even tho they are mentioned in the KSP CFG wiki, there's nothing listed.. I'm playing with the old RemoteTech 1 antennas, as a starting point for learning more in-depth editing & creation of .cfg files... I guess they need the Firespitter plugin, as well... I found DMagic's Science Animate modules (which I might also try to use), but havent found specifics for RT or FS... ???
  8. Yeah...Size of the parts doesnt matter...its the NUMBER of parts in a mod, generally... Yeah, if your comp cant handle stock KSP, adding parts (mods) will only make it worse...
  9. Thats ok... Yeah, theres been complaints of this issue not just from Linux, but Windows & Mac Users as well... Seems to be cross-platform
  10. If you had read down thru the same forum you posted in, just in the past 2 days: http://forum.kerbalspaceprogram.com/threads/139247 http://forum.kerbalspaceprogram.com/threads/138814 http://forum.kerbalspaceprogram.com/threads/139047
  11. This is not the proper thread for your post. READ THE OP FOR THE CORRECT THREAD LINK...
  12. Ehh..So?.... If they still work flawlessly... And at SOME point these must have been popular...Thread has over 30 THOUSAND views???
  13. Well, I'm still working on updating it, and havent had a lot of time to test alot of 1.0.5 releases in 1.0.4 yet, but I have this spreadsheet I use to track mods that I use... I've been pushing updates periodically throughout the day, since 1.0.5 dropped... I guess no one is interested in it, but it might have a few mods you're looking for... ?? http://forum.kerbalspaceprogram.com/threads/138946
  14. I agree with flashblade. If its possible to get the mod working with 1.0 to 1.05 (or at least 1.0.4 & 1.0.5, as there are lots of people that will probably be using 1.0.4 until well after 1.1 comes out), relatively easy, and just not add any thing new that 1.0.5 adds....Then I would just push a working update as-is...
  15. Quick question, i forgot to ask if the Config & Icons for Filter Extensions still worx as well... I assume it does, since its still listed on the OP, but just thought I would make sure... Thanx again!
  16. I play heavily modded, and I agree totally... But on the flipside, this is THE reason why I don't update KSP.... I wait about 2 mos to update KSP, so Squad has a chance to work out all the bugs, and mods have a chance to catch up...
  17. Yes...It will work, if you are reinstalling the SAME version of KSP...If you are doing the next version up, thats a BIG maybe...If you are doing a MAJOR vers. update, (like 0.25 to 0.90, or 0.90 to 1.0+), thats a REALLY HUGE maybe, but probably doubtful... If you have any current saves you are also expecting to re-use, you would have to copy those also...And the same deal with those: Highly doubtful they would work if not the same KSP version... With the above caveats,, it can even work across OS paltforms... ie I copied my Linux vers. Gamedata over to a Windows vers., made changes to mods, and copied it back to Linux and it all worked, both in the Win AND Linux vers. of KSP... (There are only a select few mods that are OS dependant...)
  18. ^^ I also only have vers. 5.0.1 & 5.3, or I would put it up... And yes, it requires the CleverBobcat.dll... Supposedly, IIRC, CleverWalrus dropped development of the .dll, as most (or all?), the things it did were in some form or another all eventually incorporated into stock...So that MIGHT make it easier to recompile for an updated Prometheus??? Prometheus doesnt come packaged with the .dll, so here is a link to the last 1.3.0.0 version, if its needed: https://cleverbobcat.codeplex.com/
  19. Every.....Single......Update.....There's SOMEONE....
  20. Yeah, but there is still TONS of controversy about this...In my area, windmills have not been allowed, due to this, and noise and view issues.
  21. ^^ Warp11, already done since KSP 0.20... Remote Mission Control RC-L01 Remote Guidance Unit http://wiki.kerbalspaceprogram.com/wiki/Tutorial:RemoteTech2#Remote_Mission_Control
  22. Yes, THANX for these... I've been using these as my go-to lifters from KSP 0.24 to 1.0.4... Theyve worked flawlessly with no tweaks needed.
  23. Yeah, I also see Curse recently changed the form of their URL.s for each mod... I liked it the old way, with a unique number in the URL... I keep a spreadsheet of mods, with direct links, and it was nice to be able to trim the URLs, into the same length link for all the mods... Now you need to have the complete titel of the mod in the URL, so they get quite lengthy. Also, there were a couple things I like about the info Curse displays, but overall, I use KerbalStuff as much as I can to download from, and only use Curse as a last resort. As far as CKAN goes, I CERTAINLY hope that THAT doesnt become the "king" of KSP downloads...
  24. So it looks like GoogleDrive no longer shows activity stats for views/downloads? I'm just wondering if anyone has downloaded this, or found it useful?
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