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Furious1964
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KSP2 Release Notes
Everything posted by Furious1964
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Furious1964 replied to sirkut's topic in KSP1 Mod Releases
I'm trying to use robotic arms and the Robotics Tech is required. However, it's not listed in the tree. Is that tech from this mod or another one? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Furious1964 replied to sirkut's topic in KSP1 Mod Releases
They show up fully in sandbox. Most of them show up in career. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Furious1964 replied to sirkut's topic in KSP1 Mod Releases
Here's a smaller output log: http://www./view/4hfxnwdvsgh9f9n/output_log.txt I see the parts, but there's no Robotics Tech in the tree. And I have the latest version installed. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Furious1964 replied to sirkut's topic in KSP1 Mod Releases
Here is the only log file I could find that lists what the game has: http://www./view/ps7l805r9m18gau/output_log.txt Started a new game with a fresh install of KSP and only using this mod. Edited the saved game to give me enough science to buy the techs I need to see the Tier 5 techs and even though the prerequisites show up, Robotics doesn't when they are bought. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Furious1964 replied to sirkut's topic in KSP1 Mod Releases
Where will I find this log file? I don't have one that specifically details what mods were installed. I do have Advanced Construction and it was properly installed in the GameData Folder. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Furious1964 replied to sirkut's topic in KSP1 Mod Releases
Can anyone help me? I installed the latest version and the robotics tech is still not showing up in the tech tree. How can I fix this as I tried a new game and still it doesn't show up. -
SSTO Design Tips
Furious1964 replied to CalculusWarrior's topic in KSP1 Gameplay Questions and Tutorials
What link? Can you please provide it for me as I'm trying to make a reusable rocket with the jet engines that scott manley has. -
Recreating the Reusable Space Program booster
Furious1964 replied to simonh's topic in KSP1 Gameplay Questions and Tutorials
Anyone have those designs? Spaceport no longer exists. -
Not needed. The problem was having mechjeb do the launch for me. I had to activate the auto pilot only AFTER I reached a height of over 28k above Kerban. When auto pilot was turned on, it worked. I'm able to put the satellites up now with no problem...As long as mechjeb isn't turned on when I launch.
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KSP 64bits on Windows (this time, it's not a request)
Furious1964 replied to Lilleman's topic in KSP1 Discussion
Have the latest version of Unity and run it with the force openGL parameter now and there are no more graphical glitches in the hangar. 😊And it runs with just using 3 GB of memory. -
KSP 64bits on Windows (this time, it's not a request)
Furious1964 replied to Lilleman's topic in KSP1 Discussion
When is the official 64bit version coming out? -
OK, thanks.
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DEMV 5 or all of them if possible.