Wurmi
-
Posts
57 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Posts posted by Wurmi
-
-
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
-
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.
-
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
and post #44
-
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.
-
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.
-
Fine, thank you!
Please, can you translate the new strings too?
Done. You are welcome
https://drive.google.com/file/d/0BxmXhA1O4msaVHU1LWpYUEpLV0k/edit?usp=sharing
-
I made a translation for German
Here the file will all the translations.
https://drive.google.com/file/d/0BxmXhA1O4msaVHU1LWpYUEpLV0k/edit?usp=sharing
I updated the Translation a bit. Some translations didnt fit well.
https://drive.google.com/file/d/0BxmXhA1O4msaVHU1LWpYUEpLV0k/edit?usp=sharing
-
As Umlüx said. Please make the Language available to choose.
But the rest and the app by it self is very nice.
-
i can recommend you this mod:
http://forum.kerbalspaceprogram.com/threads/78305-0-23-5-Science-Library-v1-2
this helps you to find out all the science left.
EDIT: yes someone was faster than me
-
I made a translation for German
Here the file will all the translations.
https://drive.google.com/file/d/0BxmXhA1O4msaVHU1LWpYUEpLV0k/edit?usp=sharing
-
I dont think so it is dead. It is summer so maybe he is just busy or on holidays.
If you dont have the latest version you should anyway redownload the new version. Because some version ago the Auto Update was broken.
What you could try is redownload the mod and try uninstall again.
-
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.
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.
-
After installing? Not bad. Going to add the feature to the right click menu. Thank you for the idea!
Yes after installing. Thank you
-
not sure if you have it on your upcoming features but would be nice if the Manager save the latest Readme and Changelog files somewhere and i could open and read them somehow.
-
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
-
Thats perfect. I always waited for something like this to replace my Excel and dont need to switch out of the game anymore.
-
I love this mod.
I installed a lot of mods now for 0.23.5
Already on the loading screen i was running out of Memory. Installed the basic one and now it run with 2.8 GB on the start.
-
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 ?
-
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
-
To be honest, I think it's a bug in Engineer. I'm also seeing a NullReferenceException in my log from its toolbar support DLL. I haven't checked if that exception is related to the invisible button here.
I think so also. I installed more Mods now and seems to work all fine now with the another ones.
-
Did you add one of the Engineer parts to your craft? Engineer does not add its button to the toolbar unless you do that.
After adding the part to your craft, you need to open the Toolbar button configuration and activate the checkbox next to Engineer's icon.
Edit: If that does not help, please post your GameData\toolbar-settings.dat file.
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.
-
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.
-
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.
[1.0.X]Engineering Based Tech Tree (with flight first option)
in KSP1 Mod Development
Posted
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.