Gordon861
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Everything posted by Gordon861
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When I try and start from within Steam I get a 'game updating' followed by: An error occurred while updating Kerbal Space Program 2 (missing executable) [and then the location of the game folder] But if I go into the file location and run manually it starts up OK.
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I have been summoned by the admin password wipe..........
Gordon861 replied to CrazyCanadian's topic in Kerbal Network
I also came here direct rather than via the email link, just in case. Perhaps this is some marketing thing to bring back all the people that have been away for a while? -
I have been summoned by the admin password wipe..........
Gordon861 replied to CrazyCanadian's topic in Kerbal Network
Just got a request to reset my password via these forums, what's up? -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Gordon861 replied to bac9's topic in KSP1 Mod Development
I thought I was going mad when the elevators etc kept going the wrong way, especially when it still flew the right way. -
Is there any way to track a MOD that isn't currently available for the latest KSP build? The reason I ask is that I've just started using CKAN and can't see myself going back again to manual installs again but whilst messing with the program and searching for MODs I know I keep seeing others which I like the look of but currently aren't updated. It would be nice to be able to add a TRACK flag next to these so that when they are updated then they would be listed as available.
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No offence meant, I wish I could do half of what the MOD'rs can do on here. I wouldn't even know where to start.
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Is there any reason why the site needs to really change? I assume the actual MODs and their info is all held in a database. So why could a different front end not be produced? Or for maximum speed a graphics free, text only one that would list 20 MODs on a page? Multiple pages all interrogating the same database. The whole advantage of databases is that they can be read in as many different style devices as you want. Another thought, could a link be added to the SpaceDock page to add a MOD to a users CKAN install, similar to the magnetic links for torrent files?
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Surely at the end of the day Squad should never of let KSP go to version 1.0 without bothering to implement some sort of patching into the game, this is so fundamental to nearly every other computer game out there. I suppose they could also argue that we've had years of running pre-release clients and beta testing right up to the point version 1.0 came out.
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I worried when I saw Steam was starting with the paid for mods yesterday, I think it is a slippery slope that may lead to all sorts of problems in the future. As far as I'm concerned a paid for Mod should be proper DLC and supported for all future versions of the product it Mods. It should also mean that the DEVs of the main product should provide a proper system of integrating MODs so that they don't conflict and proper registry of which are supported officially in game, including changelogs etc. The current Steam Workshop XXX Mod has updated with no idea what has actually happened is not a good system. I hope that the KSP DEVs do not decide to follow the Steam route.
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Thanks for the update, but this should added as part of the game.
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If we had proof that life was there or had been there we would have to investigate further. It would answer or ask too many questions depending on what we find. The research would also have to be done away from the Earth due to the possible risks that it could pose to the planet. If it turns out the biology is very similar/compatible with life on Earth we then have two options common initial source or parallel evolution, either answer would reinvigorate the further exploration of space. And even if it turns out to be totally different to anything we have seen before it would still have the same effect.
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Done 1234567890
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Kerbal Stuff, an open-source Space Port replacement
Gordon861 replied to SirCmpwn's topic in KSP1 Mods Discussions
Just been asked to echo an idea here: Could you include the version number and date of the MOD on the first page rather than going into the Changelog tab? -
Looking good, congrats on finishing. Just a thought, including the version number and date of the MOD on the first page rather than going into the Changelog could be useful.
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Are you kidding? Test TT18-A launch stability enhancer at moon.
Gordon861 replied to a8202286's topic in KSP1 Discussion
I know that, he kept coming back probably because I may have gone to the tracking station and then back to the ship. -
Are you kidding? Test TT18-A launch stability enhancer at moon.
Gordon861 replied to a8202286's topic in KSP1 Discussion
I did that one time and the damn game kept putting Jeb in the command pod, which I noticed when the new guy couldn't get into the pod. In the end I stacked the pods and decoupled at 750m for a soft landing. -
The 6-way parts, do they need docking ports?
Gordon861 replied to Ruthgar's topic in KSP1 Gameplay Questions and Tutorials
+1 to the list of people that didn't realise you need to populate them with ports and got into orbit with a large fuel can to stick on my new station only to find it kept bumping off. -
Personally I'm waiting for .24 so I can start a new game. I'm fairly new, still learning and been mostly stuck messing between going to the moons and back, or trying to work out how things work, so a reboot is not too much of a problem.
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Kerbal Stuff, an open-source Space Port replacement
Gordon861 replied to SirCmpwn's topic in KSP1 Mods Discussions
Site is looking good, but could we have a more compact skin when using 'browse mods' (or even just an option). Right now I seem to spend most of my time scrolling the page, fine whilst there are just a view mods but once it gets populated there will be a lot of scrolling. -
Best early game rescue vehicle?
Gordon861 replied to J3FF97's topic in KSP1 Gameplay Questions and Tutorials
And don't forget F5 (quicksave) before leaving your ship, hold-F9 to quickload.