Jump to content

syteless

Members
  • Posts

    13
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Bottle Rocketeer
  1. I went and did an actual test. It may or may not just be the game re-showing the ribbons already obtained after an update. http://imgur.com/a/1972P After updating with CKAN, I noted that I still had all my ribbons, and launched a ship consisting of just a command pod at the launch pad, EVA'd and got mun and G-force ribbons after recovering.
  2. I'm going to go out on a limb and assume he's asking about previous mod versions. I came here wondering this as well. I like that the mod keeps up-to-date frequently, but I've had to restart all my ribbons daily from updating in CKAN. CKAN currently wants to update from 7.8 to 7.9, and the thread here has 7.12 So, is there a way to save ribbons between updates?
  3. I agree that CKAN could do with a way to see a mod's supported game version. Some mods are listed for 1.0, but are 0.90, 0.25, or even 0.23. The only way to find this out is by clicking the provided link, but then some mods don't have this, or the links (and in some cases the mod itself) are deprecated as the mod is in a new thread or under different management.
  4. That was driving me crazy, but I'm happy that I'd figured out the workaround already. In other news, I was breaking the game with HyperEdit... It's probably not a good idea to put all the stars in the same orbit, is it? Dolas caused Kerbin to stop moving when it became the closest star.
  5. Just noticed the lack of shadows, but if the choice is between having shadows and being able to play the game for longer than 10 minutes, I choose playing the game. I use AMD 7750x2
  6. I recently switched to Karbonite/Karbonite+. Will there be other things I can add? Say... Add extra part requests for USI parts to outposts/stations/bases contracts? I don't really do modding, so that bit might be difficult for me. Based on other posts, it seems like you left it flexible for just such a purpose.
  7. I feel like it may have been covered elsewhere in the thread, but how exactly would I activate other contracts? I imagine I just changed Maximumexistent from 0?
  8. That's nice to hear. I need to learn how to read the logs, so I don't just go to the most relevant sounding mod. ScienceLibrary is definitely out of date, so it's time to get rid of it. Never had a save get corrupted before, so I felt like it was big deal.
  9. So I'm not going to say Fine Print broke my save, but it seems that my save broke after completing my first satellite contract. I completed the contract, set up my Remotetech dishes, went back to a space center with a closed R&D, and couldn't go anywhere except the contracts building, which had starter contracts available. I also couldn't go back to main menu. Log Edit: I attempted to recreate the conditions, and nothing happened. It could have been a freak error
  10. So should I just ignore the warning that is telling me that to put TacFuelBalancer in gamedata/thunderaerospace/tacfuelbalancer? Or is this a trick to make me pay attention? Disregard, I'm a silly goose. an older version snuck its way into my 0.25 downloads group.
  11. I'm starting to think 0.25 is the patch where all the mod authors stop supporting winx64 Ah well, I guess I need to try to make 32bit workable, I can't continue without life support now! :>
  12. Interesting, I use many of the popular mods, I wonder if any of them are partially disabled when I use 64bit, it hasn't seemed to be the case. I'll try 32bit again after the mods have been mostly updated for 0.25. Until then, I guess I'm not using this mod
  13. I was just thinking about how tedious it is to fly to the mun, get some science then either leave 70% of it behind, or bring the whole vessel back to Kerbin. So I decided to see if someone made a mod to store data outside the experiment parts. Edit: After using it, I find it does exactly what I hoped it would!
×
×
  • Create New...