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The Beaver

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Everything posted by The Beaver

  1. So if I'm always using the most recent version I should use the alternatives? Any chance you could shoot me a link in a msg or something to the alternatives (if you have time of course)? Apparently I suck at searching lol. Thanks I've used your mods for ages! Beaver
  2. I just discovered this mod, great news it's being updated! Does it work at all now?
  3. seems to work ok so far in 1.12.1, any problems I should look out for?
  4. Why is it that when you leave the VAB, and come back, EVERYTHING is just as you left it, except one tiny thing they don't show on the screen anywhere unless you click the crew button... oh look, ALL my choices have been saved EXCEPT ONE, all my crew have been replaced by solo Jeb... and you know when you realize this? When you are splashing down and go to EVA your scientist, and there's Jeb, all alone smiling up at you... (ok maybe I have a too big monitor with too small resolution lol, is there a way to make the Kerbals' pics in the bottom right bigger but nothing else? lol) Just seems like an oversight, is there ANY reason NOT to remember what crew you had selected? Just my opinion thanks, Beaver
  5. I'm a disabled single father of 3, so I'm one of those people who this would be an investment for. Luckily I was a network engineer so I can make my crappy computer go a long way lol, and I bought the game on April 30th 2013 lol, just gotta wait now.
  6. they could have changed 1 small detail that affects all parts who knows
  7. it's the kraken! Lol, try remaking the vehicles now with 1.4.1, they may have changed the parts and the parts may not upgrade if they are already saved as the old version?
  8. they have till end of day imo :-p they could make you wait a week if they wanted.
  9. not there on the ksp store for me yet, bought it april 30th so I missed the free steam key lol, I just get the free key on their store.
  10. @cpx if you aren't running anything in the background you could probably go as high as 16gb for your padding without any risks. in padheap.cfg change the "total" number to 16384
  11. I'm just worried how this will affect mod makers and whether we'll see as many and as varied mods in the future. I dabbled a bit myself. Will it affect old mods or only things made from now on or not at all? Sorry if this was discussed in the previous 28 pages going back to read now. [edit] woke up this morning and apparently got to page 4 before I fell asleep lol... read the last page today, interesting. They really need to do something tho, looks really bad with all the negative reviews today on steam the day the expansion goes on sale... Surprised no one from Take Two has come to say hi on this forum after months.
  12. There will never be Steam Workshop because they have a userbase that doesn't have a steam copy. Also Curse will always have more/better mods, no community site ever has or will, they have a dedicated paid staff. It's the best option for the foreseeable future.
  13. A parachute with a probe core in it could be an interesting solution. I wonder if it would stop working if the parachute breaks lol.
  14. can't live without this mod, thanks so much! [edit]Darn, still same issue :-(
  15. is there a way I can do that myself or is it too complex and I have to wait? lol Thanks! Beaver
  16. Are you landed? If it's happening with EVA reports its because when a ship is landed it tells you you're missing the EVA report from the ground, but if yer holding the ladder, then it counts as flying.
  17. I was at work and still haven't had a chance to try, which is why I asked on here...
  18. Hey there, still working on the first part I ever made, an ambient xenon attractor. Not sure how to link the animations for the part opening and closing to the "activate generator" and "disable generator" right click gui buttons that are added automatically with the following code: MODULE { name = ModuleGenerator isAlwaysActive = false OUTPUT_RESOURCE { name = XenonGas rate = 0.01 } INPUT_RESOURCE { name = ElectricCharge rate = 1.00 } } I made this now and this works for opening and closing the attractor, but how do I link it to the activate generator and disable generator buttons? MODULE { name = ModuleAnimateGeneric animationName = open isOneShot = false startEventGUIName = Enable } MODULE { name = ModuleAnimateGeneric animationName = close isOneShot = false startEventGUIName = Disable } Thanks! Andrew
  19. is there any way I can just use the x64 transmit fix from your mod? The comms network is a little daunting for me.
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