The Beaver
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Everything posted by The Beaver
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
The Beaver replied to Lisias's topic in KSP1 Mod Releases
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- 633 replies
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- survivability
- ksp-recall
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I just discovered this mod, great news it's being updated! Does it work at all now?
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[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
The Beaver replied to linuxgurugamer's topic in KSP1 Mod Releases
seems to work ok so far in 1.12.1, any problems I should look out for? -
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 oh look, ALL my choices have been saved EXCEPT ONE, all my crew have been replaced by solo Jeb...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
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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.
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1.4 Mk3 Cargo Ramp Bug
The Beaver replied to XLjedi's topic in KSP1 Technical Support (PC, unmodded installs)
they could have changed 1 small detail that affects all parts who knows- 6 replies
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- making history
- bug
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1.4 Mk3 Cargo Ramp Bug
The Beaver replied to XLjedi's topic in KSP1 Technical Support (PC, unmodded installs)
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?- 6 replies
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- making history
- bug
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they have till end of day imo :-p they could make you wait a week if they wanted.
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Store purchase, Steam, and the April 30th date
The Beaver replied to -RanZ-'s topic in KSP1 Discussion
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. -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
The Beaver replied to Padishar's topic in KSP1 Mod Releases
@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 -
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.
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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.
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Help with a part using ModuleGenerator and animations
The Beaver replied to The Beaver's topic in KSP1 Mods Discussions
sweet thanks!!! -
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
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is there any way I can just use the x64 transmit fix from your mod? The comms network is a little daunting for me.