Wurmi
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Everything posted by Wurmi
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[1.0.X]Engineering Based Tech Tree (with flight first option)
Wurmi replied to Probus's topic in KSP1 Mod Development
Ok, i backed up my save and tested it. There i was already half finish with my Techtree. It works on an already excisting save. (Win7 32bit) Just some nodes are a bit broken and half hidden. But when you open the node before again they get normal and the lines are not broken anymore. And most of my parts i need to buy and unlock again in the nodes. But that should be not that much problem. -
[1.0.X]Engineering Based Tech Tree (with flight first option)
Wurmi replied to Probus's topic in KSP1 Mod Development
can i use this on an existing save or will it brake my save ? i know it is better to use a new one but i not really want to start new. -
move the versions you never use on an external storage. I guess you never use or play all of them
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nice mod. and still works in 0.24 But would be nice if you could move the counter somewhere else. We have the new Toolbar now and the counter is exactly over it. Or make the counter movable like in the Advanced Navball Mod.
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i have also a crash after installing it on load my save. i am using x64 ksp here i postet also already. including output logs. post #39 http://forum.kerbalspaceprogram.com/threads/86552-64-bit-Mod-Compatibility-List-and-Issue-Reporting-Guide?p=1285837&viewfull=1#post1285837 and post #44 http://forum.kerbalspaceprogram.com/threads/86552-64-bit-Mod-Compatibility-List-and-Issue-Reporting-Guide?p=1286865&viewfull=1#post1286865
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I play on hardmode without quicksave-load, without returning and with permanent dead. I lost Jebediah on my first rescue mission. My ship started with to less trust, then i activated manuall another SRB. The rocket fly uncontrollable around and crashed in the KSC ground. So no Jebediah in my save anymore.
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Contract with 4 requirements, can't complete?
Wurmi replied to lewisd's topic in KSP1 Gameplay Questions and Tutorials
yes i run into an similar problem. i knew i needed all the checkboxes. But what is bad is you cant finish the tests when you activate via actiongroups. You need to activate via stage. Squad should change it that the tests can be started also via actiongroups. -
As Umlüx said. Please make the Language available to choose. But the rest and the app by it self is very nice.
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could you add a multi selection for the right click menu or somehow else pls. Right now need to click each mod and uninstall or redownload. and i have some problems with downloads from other Filehoster. Here i need manual download but when i click on download nothing happen. http://forum.kerbalspaceprogram.com/threads/69907-0-23-Distant-Object-Enhancement-v1-3-Planets-satellites-in-the-night-sky!-%283-3%29 And here i get an error after adding and download. http://forum.kerbalspaceprogram.com/threads/69539-0-23-Stockalike-parts-for-useful-esthetics Edit: I will help you translate it to german. next week any day i will do.
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Its the first time i used a Mod manager and i like this one. It is easy to use and useful. Multi-Mod Lists support would be a nice feature. That you can choose which kind of Mod list you are going to use. For me personally i don´t use that but i am sure some People would like that. And i just don´t like that it is copy, installing and delete directly in the KSP Main folder. Because if you are making a mistake or installing a buggy update from a mod you cant restore the old one. For me now i just made a New Folder with a GamaData Folder inside and used that as KSP Main folder in the Manager. That works fine also. Then when i am done with downloading and installing the Mods i just take this folder and copy it in the KSP Main Folder
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Thats perfect. I always waited for something like this to replace my Excel and dont need to switch out of the game anymore.
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[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Wurmi replied to alexustas's topic in KSP1 Mod Development
I like this lights, but will they get an update for 0.23.5 ? Maybe with the new stock light controls UI. And someone tested it already for 0.23.5 ? -
CPU Performance Database
Wurmi replied to DMagic's topic in KSP1 Suggestions & Development Discussion
I made also a Test. https://drive.google.com/file/d/0BxmXhA1O4msaWkpwTGRidmlZZHc/edit?usp=sharing https://drive.google.com/file/d/0BxmXhA1O4msaandrV1NwRUQxREU/edit?usp=sharing Macbook pro 15" mid 2012 intel core i7-3615QM 2.3Ghz (Turbo till 3.2Ghz) 16GB Ram nvidida geforce 650m Windows 7 x64 -
Ok, i tried what you said but i even dont see the Button to activate. I have both the latest release installed. I cant understand why it not want to work. i saw already many people using this normal. Thats my toolbar settings file. https://drive.google.com/file/d/0BxmXhA1O4msaWUM1S05Sc2twWlk/edit?usp=sharing EDIT: maybe just the engineer have a strange bug. i just tried Mechjeb with the toolbar plugin and that works fine also.
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I play on a Mid 2012 Macbook Pro. Mostly time i play on Windows 7 with Bootcamp. CPU: Intel Core i7 (quad core, 2.3 GHz with Turbo up to 3.3 GHz) RAM: 16GB DDR3 GPU: NVidia GeForce 650M (512MB) OS: Windows 7 SP1 Already had installed around 15 Mods + Universe Replacer with HD textures. No lag till now. But didnt build really big ships till now and not have much ships in orbits.
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hello and welcome. I am also new in this forum but played since 0.20. My first interplanetary missions was to put satellites to Duna, Eve and there moons. I think thats a good beginning before started manned. Cos satellites are mostly just a one-way mission.