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Everything posted by million_lights
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Its super fast now <3 Thanks badie!
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[1.3.0] Malah's Quick mods [2017.05.31]
million_lights replied to Malah's topic in KSP1 Mod Releases
Hey @Malah o/ I love the QuickHide mod but there is a vital bug with the autohide after 2 seconds. It will hide the toolbar and close the KSPedia if you open it. So you have to turn off the autohide after 2 seconds to be able to browse the KSPedia. Hope its not too hard to fix. Thanks a lot for your awesome mods and have a great day! o7 -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
million_lights replied to SpaceTiger's topic in KSP1 Mod Releases
hey @SpaceTigero/ I love your mod but is there a way to hide the grouped kerbokatz toolbar icon and have a dedicated toolbar icon for the science sampler? -
@Badie I uploaded it to dropbox because the download was horrible slow. (5 minutes from your link, 5 seconds from mine Just another mirror to get it from, if you dont mind https://www.dropbox.com/s/xvjvojc136rqrrp/POD.jpg?dl=0
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Additional Progression Contracts 1.3 7/23/16
million_lights replied to tjsnh's topic in KSP1 Mod Releases
Could you write down some details about the added contracts? When do they unluck? What are the Objectives? Maybe some pictures, stuff like that.- 22 replies
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- career
- contract configurator
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Community list of mods that work/do not work in 1.1.3
million_lights replied to p1t1o's topic in KSP1 Mods Discussions
NAVHud works now => -
i was expecting it ... the Carrier take off and landing contract didnt line up ether.... FIXED! file: https://www.dropbox.com/s/edxewznt6ych5tm/KSP-CarrierTakeoff.cfg?dl=0
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- gap
- contract pack
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While we are at it. The Waypoint and the RSS Rix didnt line up. FIXED! Carrier landing file: https://www.dropbox.com/s/ncviozxbeweo16c/KSP-CarrierLanding.cfg?dl=0
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I think I found yet another bug. The kerbals on the island from the contract "Charter: Flight 45" ragdolled and spaghettified when I came into loading range. I wondered why and found out that the code that spawns them in using PQS offset loads them in the same location and then applies the offset. I changed it to 4 individual lat, lon, alt values. now they spawn in perfectly fine without a chance of ragdolling. are there any benefits from using the PQS offset ? Charter flight 45 file: https://www.dropbox.com/s/rkoea4a4o9iu78s/Charter-Flight-45.cfg?dl=0
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I tried the CoastGuard-RescueClimbers Contract today again and was VERY frustrated with the random location. The Kerbals were sliding again to their death or clipping through the nearly vertical wall and falling into oblivion. So I fixed it Changes: story: The 2 climbers disagreed on the correct direction to the top. Now they are on 2 different mountain peeks. One has the robe, the other the hooks. Rescue them! 1. The spawn locations are absolute values (no randomization) 2. The waypoint you need to fly to is well above and to the side (Goal: observer the surrounding) 3. The 2 spots are relatively flat so the kerbals wont drift on their own. But still challenging to land there. Screenshots: Download:
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SM Chute NOW OBSOLETE USE THE NEW VNG
million_lights replied to SpannerMonkey(smce)'s topic in KSP1 Mod Development
First of all, awesome mod! I had some issues with the chute GUI not showing up after equipping the chute and jumping out of the plane. Kinda bad timing right? The chute didnt highlight when hovering over it and therefore no GUI came up when I clicked it. Is there an autodeploy mechanic so I dont have to deploy it using the GUI? You may want to change the SpaceDock link you use in the first post. You are linking directly to the Version 0.1 Download. Its probably best to link it to the general spacedock page http://spacedock.info/mod/702/%20SM%20%20CHUTE I am not the only one that would LOOOOVE to be able to steer the green chute right? Again, awesome mod. If the other EVA Chutes mod will get updated to 1.1.2 I wont even care, this one is way better! - Mil o/ -
[1.1.3] FlagRotate - Adjust flag orientation
million_lights replied to xEvilReeperx's topic in KSP1 Mod Releases
Why is this not on https://spacedock.info/ ?!?!?! Spread the word for this awesome mod! As a KSP livestreamer this is a feature KSP needs in stock. -
hey @inigma ! I am having issues completing the KSP IslandPrep Contract. What I did: - flew to the island with 2 engineers and a pilot - 1 engineer goes to the hangar waypoint - the other goes up the tower - comes back down - places a flag - flew back without the 2 engineers - landed on the runway The contract doesnt complete for me. To be more precise: [...] plant a flag near the tower INCOMPLETE walk to the tower COMPLETE Plant a flag COMPLETE [...] safely: Incomplete without destroying craft: complete or killing anyone: complete Jeb: incomplete Ron: incomplete Erilina: incomplete I tried the contract several times and even tried to edit the contract file but couldnt get it to work.... edit: After planting the flag with the pilot and leaving the engineer no2 in the tower that part worked just fine. Maybe make it clear that you have to plant the flag with the pilot. And now the "landing safely at KSC..." part doesnt complete. -.-
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Just for you a quick and easy edit. Now you have no excuse NOT INSTALL VIA CKAN!!!!!!!!! SpaceDock Mirror => LINK <= Licensed under RVE's original CC-BY-NC-SA License
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D'OH! But you haven't included a link in the first post, that's why I missed it. >.<
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Hey Nhawks17 ! Are you willing to create a Spacedock Account for the mod? Its nice to have all mods available at one place and getting emails whenever it updates. I enjoy your awesome work, keep it up! - Mil
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I used The tool to try some things but the configs seem to work fine without any changes. For the in flight view I didnt need to change anything, but I changed the ocean alpha value from 95% to 100% and adjusted the sunflare slightly to my liking. (ingame UI) And I had to changed the atmoscale in mapview to one 10th of the original value (from 1000 to 100, I think). (again ingame UI) Just to clarify, My version of the planets are shrunk down to 10% of the original size, so the atmo is a lot smaller. -Mil *EDIT: I'm running KSP in 1080p DX11 borderless mode. And yes, When its night... it is pitch black on the ocean and nearly impossible to land even with the Ambient light adjustment mod
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I am adjusting the configs to make them work with the "Toy Solar System" mod ( 1 / 10th scale). Its coming along nicely but On EVE there are two major problems I am trying to get rid of. Is there a way to get rid of those lines and MAYBE the (in this case) purple Sidebars? Open the spoiler to see the Screenshot (I hate pic spam in forums, hopefully you do too, appreciate this and do it yourself in the future! ) Thanks a lot ! -Mil
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[1.0.4][Kopernicus] Jungis Planet Pack
million_lights replied to ibuckshot5's topic in KSP1 Mod Releases
There are 2 things we have to talk about: Number one: Why are there only 6 posts in this epic planet pack?!?!?!? And Number two: Any idea how to add stock (maybe even non-stock) resources to the planets? I would love to stream a "Jungis Planet Pack - The Grand Tour" on my twitch channel <3 ! <edit> I´m a fool. There are resources. Ignore that >.< -
[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
million_lights replied to SpaceTiger's topic in KSP1 Mod Releases
Hey SpaceTiger! Kerbokatz Utilities 1.2.11 seems to have a wrong .version file. On Kerbalstuff as well as on Github: - the KSP version is still listed as 1.0.0 - 1.0.2 instead of 1.0.5 - The Mod version is listed as 1.2.9 instead of 1.2.11 Thanks for doing what you do o7