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True Incompetence

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Everything posted by True Incompetence

  1. I recently reinstalled this mod after it became compatible with Mission Controller, but it seems, for me, the interface has changed. I remember there being a button on the taskbar when you are on the launch pad/flying where you could level up your Dang It skills for the Kerbal in "Crew Management". I checked youtube and watched a video on the Dang it mod where the person playing also had a button on the taskbar when he was launching a ship... and he was showing off how crew management worked. Well, my button is no longer there. I still have a button on the space center screen... which shows the Dang it options, alarm settings, ect... but I don't know where to go to train my kerbals. So, where do I find the crew management window... or, how do I level up my skills? or is it a bug and I need to re-install?
  2. For me, that stress is something I'm not willing to deal with. For the last 2 week, I have been trying to get all my mods to co-exist and play nicely with each other after 1.02. Until there is an update, I am afraid I don't have the patience. ... and this is such a BEAUTIFUL mod... I've been playing it since .2?... it's been on my "must have list" for some time. Scatterer is even more beautiful, and it's still in dev... but right now, it kills my RAM. This was a perfect visual mod for me. I have to leave this mod behind for now because, beautiful or not, I need to continue exploring the Kerbalverse.
  3. I can confirm with HarlyKin... this is an issue with my rig as well. I have multiple contract packs, and today I decided to download yours. Outside the VAB, it stuttered every five seconds... uninstalled your pack, and the problem disappeared. I hope you get this resolved because, initially, I really liked what I saw. Thanks for the work.
  4. I agree. There are a few other issues I've had with it also. It seems like a few of the nodes don't quite follow a logical pattern in developement. For example, you have solar panels unlocked before batteries... and docking ports are unlocked before I can get a standard 1.25 decoupler. It just seems I'm forever reaching for things that, normally with other trees I've played, were available sooner in the tree. I don't know if this is by design, because I will say this tree is quite challenging. That being said, I also enjoy the feeling of "directed development". It's a challenging tree, and some of the nodes have me scratching my head, but I am having fun playing it. Thanks for sharing the tree with the community. Edit: Have you made tech trees before, or is this your first? I seem to recall playing a FANTASTIC tree last year at this time. I can't remember the creator, but it seems like it was similiar to your name.
  5. oh my God! This is such an AWESOME tool!!! Took me an hour to figure out how to get the GUI to work. (I'm brain dead when it comes to computers stuff that's not related to CAD.) I was messing around with command prompts... kept saying it couldn't find an install folder... read through 20 or so pages of posts. Then found that all I needed to do was drop the ckan.exe in my KSP directory. So easy! Anyway, fantastic job on this! It will make my life so much easier now that .90 is out! Thank you!
  6. Hello. I have mods, but this isn't really a question about mods... more about KSP and Steam. Currently, I have about 30 updated and active mods. The game is playing perfect for me, but I fear this impending update will make my game unplayable until the modders can catch up to the new version. In the past, I rmemeber (I think) being able to go into the properties in steam>KSP and turn off the auto update feature. Now, when I go into "steam>KSP>properties>update", it only gives 3 options: - always keep this game up to date - only update the game when launched - high priority --- update this game before others. How do I turn off the auto update? Is it even possible anymore, or am I going to be forced into updating and playing with broken mods... or disconnecting my internet while playing KSP (which would suck because I like listening to Pandora while playing)? Any ideas? Thanks!
  7. I'm having problems with recycling also. I started a new career, got my science up to 300, purchased recycling. I've flown 2 missions thus far and have yet to receive anything when I recover a landed vessel. Edit: Yeah, I just sent up a stock command pod/chute with a simple booster and decoupler. Flew to about 20 thousand meters, detached and landed safely. I didn't get any money back. Seems vessel recovery isn't working, for me at least. It's a must have for me, since I'm not very good at building economically sound rockets. I'll dig myself a deep financial hole. May go back to .71 for the time being, because I know it worked for me in that release. I definitely can't scrap this mod, it's just too awesome. Edit again: FYI, I reinstalled .71, restarted career and followed the same path. Seems vessel recovery is working again. Not sure if it's one of my other mods that caused this in .723, because I have quite a few... regardless, I'm gonna stick with .71 for now.
  8. Try going into the action groups tab and highlighting the tank... should be able to fill it from there. Took me a while to figure out also...haha.
  9. First, I'd like to thank all the mod makers. This is an awesome addon package and, though it's a lot more difficult, I'm having a LOT of fun. I don't have a lot of experience with most of these mods... played mostly stock until now. I've had some issues with remote tech2, but I was able to find solutions in it's thread. I've been browsing around for the past hour, and I can't seem to find a fix for these: 1) Whenever a Kerbal lands, I do an EVA report and pick up a sample (I've only done this from Kerbal... I haven't progressed very far). When I go to retrieve the vessel from the space center, I get the science points, but it I can't recover the vehicle or the kerbal. If I go back and control it, the kerbal and the pod are both spinning out of control. I have to exit the game, then re-enter the game to retrieve the kerbal and pod. It's like, things don't stop moving, or start moving again when they have already stopped (and they usually begin moving quite violently). 2) Also, is there a way to turn down the water effects a little? Whenever a pod lands in the water, it moves around so much, it's impossible to go back to the space center to recover it. It always says I have to revert back to the previous save... therefor, anytime a pod lands in the water, it's lost and I lose all the science I've earned as well. I'm really enjoying the challenge of this package, but it's been a little frustrating. Not sure it has something to do with RSS? There was a lot of mods, and I might have missed something when I installed all of them. Anyway... any help would be appreciated. Thanks again!
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