ClLaw
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The science collection window should pop up automatically just like in vanilla KSP. There is no key binding to get it to pop up. In my last reply I was assuming you had [x] science installed and that you may have toggled something there as that is what I had done previously. Have you tried clicking on the science experiment itself and reviewing data? I can't imagine what might be stopping the window from popping up unless you're in time warp when doing the experiment as I've previously seen that happen before
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I don't understand what this means(not very literate in computer language to be honest) "# This tree is in YAML format. # # # You can convert it into ModuleManager directives by running: # # perl bin/yml2mm" I found the following passage on the shared KSP RO Debugging Google Drive sheet: "Many people spoke of items not showing up in the tech tree. This is because you need to build the tree.cfg Install Stawberry perl (or your favorite perl client), and run "perl bin/yml2mm" before copying over the GameData directory" I've installed Strawberry Perl but there is no file called yml2mm in the bin folder. I'm at a bit of a loss. I've downloaded the tree.cfg file of Lilienthal's a couple of posts above but the parts in the tree don't seem to have parts in the right place. I've clearly done something wrong so could anyone help me out please?
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A quick update to this issue I was having. Your mod seems to of been working fine ever since in my RP-0 career. I can only think it was probably more of an issue with colliders rather than your mod. Sorry this is a late update on this issue but I didn't play the game for a fair while, it's been working fine the past week or so with no issue
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I had this exact problem with Contract Configurator 1.16.0 but versions 1.16.1 and 1.16.2 got all my available/active contracts back. Are you guys definitely up to date with that mod? EDIT - Also, are you guys manually updating Contract Configurator or updating through ckan? I find that ckan doesn't delete the entirety of the folders needed and you end up with files left over which can mess up an updated mod
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I had read that but I wasn't home and didn't know what cfg files there were with this mod so I was getting confirmation of which exact file for when I got home
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Go to the Space Center screen, bring up the Filter Extensions settings and check the Hide Unpurchased Parts. This will make the HG 55 available to use. If you want to purchase other new parts then you'll have to either uncheck this setting or go to the R&D building and purchase them there. There is some sort of duplication issue too which I think comes from when you keep going to the R&D building to purchase the dish again only to find you still can't use it. You only need to purchase it once but to have the use of it you need to check that setting I mentioned above.
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I would like to have this choice too. Forgetting to change it to 'Deactivate' before launch can be a pain as it can completely mess up any early manoeuvres. Not game breaking but just a pain. Especially in RSS/RO when you're using very tight margins of RCS anyway. An option in the config file would be appreciated if it's possible
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[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
ClLaw replied to pizzaoverhead's topic in KSP1 Mod Releases
Ok, I goofed . Apologies -
[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
ClLaw replied to pizzaoverhead's topic in KSP1 Mod Releases
The reason they don't want to turn it on is probably because of the way the effect occurs during launch too. I'd love this addition to the re-entries but I think I'd also want this little effect to be perfect too before 'turning it on'. Having a re-entry effect during launch just isn't right, not even for KSP -
[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
ClLaw replied to pizzaoverhead's topic in KSP1 Mod Releases
Gave this a whirl in RSS yesterday. Didn't expect it not to work but you never know with so many mods involved. In the last picture you can see the tiniest and faintest of dots. It's just a probe and 2 goo canisters on a heatshield - amazing effects! http://imgur.com/a/5M4pX -
I don't understand it either. The only thing I changed from yesterday's playing to today's is the update of your mod. Been playing most the day today and the only time I had any issues was when I had 0.5 installed. Haven't had a single issue all day other than that. Just thought I'd let you know. If you do think of any way to test then let me know
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I'm playing a RSS/RP-0 career. I installed, manually, your 0.5 update and I'm not able to click on any part that contains a science experiment once in flight. Action groups still work but the parts won't even highlight. I reverted back to 0.4 and am able to click on all parts again. Haven't tried any solar panels or radiators though so I can't comment whether it's this mod or a mod incompatability. When I realised I couldn't click on the science parts I quit out and simply reverted back to 0.4 and the parts worked/highlighted again
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Just in time for me getting home. Your timing is impeccable @Phineas Freak. I only installed this the once and that was when this first updated from the old authors mod which is when my craft seemed to change their positions but that may of been due to the inclination changes and me just raging before thinking about it . Have been keeping an eye on this mod weekly for an update with the updated inclinations and saw these posts today so I can now give it another go