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Everything posted by bmyers831
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I checked CKAN for B9, KW, LLL and OPT updates 4 times. 2 weeks, no KSP.
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Great idea, can you put this on CKAN?
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[0.25] [x] Science! v4.0 (2014-10-24) [Old thread]
bmyers831 replied to Bodrick's topic in KSP1 Mod Releases
Yes you can splash down at different biomes by landing in lakes and rivers in those biomes... some of the hardest science to collect in the game. -
[0.25] Astronomer's Visual Pack - Interstellar V2
bmyers831 replied to Astronomer's topic in KSP1 Mod Releases
I was yes and never tested it without. Mute point now with 1.0. I'm now looking for a cloud mod and this would be my first pick. I saw 3.0 a while back but I don't see any new developments on it but no forum post and this is not an easy install so I'll wait -
[0.25] [x] Science! v4.0 (2014-10-24) [Old thread]
bmyers831 replied to Bodrick's topic in KSP1 Mod Releases
Hey I sadly left this mod for dead when .90 came out but now I see it popping up on CKAN. CKAN says 4.0 though which this thread is supports .25. But.... I see nightingale or maybe sergioberg putting it on CKAN? Is the CKAN 4.0 the one that works with 1.02? -
[old thread] Trajectories : atmospheric predictions
bmyers831 replied to Youen's topic in KSP1 Mod Releases
Squad featured this mod on their website after it came out... if they think it's that useful that is a hopeful sign. This mod is a key part of my play. -
I think I found a bug. Save a landing location. It doesn't get saved. Go back later and there is nothing in the saved locations list. Also, and I'm not sure of an exact recipe for this but after trying to use the feature above over and over I was unable to do any more teleporting. Enable landing, nothing happens, do a simple orbit, nothing happens. Save, close, reopen- still not working. Quit/relaunch and it worked again. The first one should be easy to reproduce, let me know if you can't. -Bryan
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[0.25] Astronomer's Visual Pack - Interstellar V2
bmyers831 replied to Astronomer's topic in KSP1 Mod Releases
Thanks Bizz, I'll try that. -
[0.25] Astronomer's Visual Pack - Interstellar V2
bmyers831 replied to Astronomer's topic in KSP1 Mod Releases
Update: In map view, tracking center, or title page, Kerbin and Laythe's surface is a white ball with bright red swirls on it I did the install first from CKAN, saw this and removed it. Then I did a manual install from the download here while carefully following the instructions and got nearly the same result. any ideas? questions? KSP 90 OpenGL mode. all textures were the medium, or recommended. -
It was able to install using ckan install -v LackLusterLabsExtra that log scrolled out of the terminal buffer so I couldn't paste it in here. Two things... 1) In order to use the command line I had to move the CKAN.exe from the desktop where I had it into the gamedata/ckan folder. Is that where it should have been all along? I left it there and put a shortcut on the desktop. 2) If I now launch the ckan GUI LLL extra is checked and toggling the checkbox toggles the changeset tab so maybe that is all cleared up. Here is ckan.exe list (prior to command line install of LLL extra): C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\CKAN>ckan.exe list KSP found at c:/program files (x86)/steam/SteamApps/common/Kerbal Space Program KSP Version: 0.90.0 Installed Modules: - ActiveTextureManagement-x86-Basic 4-3 - AGExt 1.31f - AnimatedDecouplers-x64 1.0.1.x64 - AstronomersPack-DistantObjectEnhancement Interstellar.V2 - AviationLights 3.7 - B9 R5.2.8 - B9AerospaceProceduralParts 0.34 - Chatterer 0.8.1 - CommunityResourcePack 0.3.3 - CrewManifest 0.5.10-24 - CrossFeedEnabler v3.2 - CrowdSourcedScience v2.0 - CustomAsteroids v1.1.0 - CustomAsteroids-Pops-Stock-Inner v1.1.0 - CustomAsteroids-Pops-Stock-Outer v1.1.0 - DeadlyReentry v6.4.0 - DistantObject v1.5.2 - FerramAerospaceResearch v0.14.7 - FirespitterCore 7.0.5463.30802 - Fusebox 1.3 - HyperEdit 1.3 - InfernalRobotics 0.19.3 - Karbonite 0.5.5 - KAS 0.4.10 - KerbalAlarmClock v3.2.4.0 - KerbalFoundries Alpha_1.7c - KineTechAnimation 1.1.1 - KlockheedMartian-Gimbal 3.0.1.0 - KSPAPIExtensions v1.7.2 - KWRocketry 2.6d2 - LackLusterLabs 13.1 - MechJeb2 2.4.2 - MiniAVC autodetected dll - ModuleManager 2.6.0 - NavBallDockingAlignmentIndicator autodetected dll - NearFutureConstruction 0.4.0 - NearFutureElectrical 0.3.1 - NearFutureProps 0.3.1 - NearFuturePropulsion 0.4.0 - NearFutureSolar 0.4.0 - OPTSpacePlaneParts V1.6 - ProceduralDynamics v0.9.3 - ProceduralFairings v3.11 - RasterPropMonitor v0.19 - RasterPropMonitor-Core v0.19 - RCSBuildAid 0.6.1 - RealChute 1.3.1 - Regolith 0.1.7 - ResGen 0.28.2 - SCANsat v10.0 - ScienceContainers autodetected dll - SDHI-ServiceModuleSystem v2.4 - Service-Compartments-6S 1.3 - SmokeScreen 2.5.3 - SpaceX-ColonialTransporter-Standard 90 - SpaceX-ExplorationExtension-Standard 90 - SpaceX-LaunchPack-Standard 90 - surfacelights 1.0 - TacFuelBalancer autodetected dll - TextureReplacer 2.3.1 - ThrottleControlledAvionics 2.2.0 - Toolbar 1.7.8 - Trajectories 1.1.3 - TweakScale v1.52.1 - UKS 0.22.8 - UniversalStorage 1.0.90.2 - USITools 0.3.2 - VirginKalactic-NodeToggle 1.6.1 - VNG-Parachute 1.2 - VNG-Plugin 0.7.2 - WaypointManager 2.2.0 Legend: -: Up to date. X: Incompatible. ^: Upgradable. ?: Unknown C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\CKAN>
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V 1.6.6, KSP .90 I noticed that even though the following mods are in the CKAN list of possible mods to install, they are not being autodetected in my installation, or able to install after I remove the mods from my installation. By can't install, I mean that after I check them the changeset tab does not appear. others seeing this? Ideas? I did a search for B9 on this thread and didn't see anything.. don't know if it's been previously reported or not. EDIT- I'm currently working on this. I just found that if I select 6s and B9 one by one the changeset tab does appear.... I suspect only one of these is broken and when I'm done I'll report back which it is. EDIT 2- I was able to install everything below singularly or in groups except for LLL Extra and TAC Life Support. If either of these is checked then the changset tab does not come up no matter what else you have or don't have selected. B9 Aerospace B9 Aero proc wings KW rocketry LLL LLL extra Universal Storage Procedural Wings SpaceX Launch SpaceX Exploration SpaceX Colonial SpaceX Historical TAC Life Support Sun Dum Heavy Ind. 6S Service Components.
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[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
bmyers831 replied to Lack's topic in KSP1 Mod Releases
I haven't tried them with anything but LLL parts. You should probably throw a hull section with one attached and a kerbal inside on the runway or launch pad and see if it works... start simple. My guess is they only work with LLL parts. -
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
bmyers831 replied to Lack's topic in KSP1 Mod Releases
This happened to me too. Attach them to any hull section that can contain kerbals and then they'll work. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
bmyers831 replied to stupid_chris's topic in KSP1 Mod Releases
Does anybody know if real chute scales up to 3.75 m? I unlocked Very Heavy Rocketry but I don't see real chute going above 2.5 m while building my first 3.75 booster. I know it could be a hidden unlock on another tech tree item.. If you know it can go to 3.75 and know what tech that is please let me know. Bryan -
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
bmyers831 replied to Lack's topic in KSP1 Mod Releases
Hi all, In .90 I don't see Lack Luster Labs in the list of manufacturers in the VAB. I do see the manufacturer line in an LLL part file I looked at. Anybody else having this problem or is it just me? Bryan -
Hi all, I looked around for this thinking somebody had to run into it but could not find anything so here you go. I just ran into this one during a career which would have been a huge bummer had I not had a save game backup. It occurred for me after loading a craft that was labeled "locked due to missing or invalid parts". I distilled the bug down to some simple steps in STOCK ksp .90 and a video of it occurring. This happens in stock or modded installs. 1) create new career 2) accept some contracts 3) in VAB, build something. 4) save, quit. 5) move a part that you are using on that craft out of the gamedata folder (I moved the entire mk1 pod folder) 6) reload KSP, go back to VAB, load that craft. 7) UI lockout. Buttons highlight but nothing happens. 8) Task manager- end task. 9) reload KSP. The contracts are no longer active but the advances they gave you remain in your funds. Don't discount this one. If you had a contract that was hard to come by, with ships in flight heading toward these objectives, you will now have to wait for the contract to respawn. It looks like file corruption and could be frustrating. I first ran into it after updating a mod. I was hoping I could load the ship and delete the part and if I could not then I could live with rebuilding it... but I didn't expect my career file to go bad on me. See it in action
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Yakuzi that plane is absolutely gorgeous. Great job!
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Tebryn you nailed it! It was indeed the SCANcontroller block. Easy to deal with in Sublime- collapse the brace, select and delete. It took 10 seconds. Wayyy easier than editing myself back to where I was in a new career file. Thanks a ton! (funny, I didn't see your new post because my reply to you was the last of the page. doh) Bryan Edit- speaking of dropbox I'll keep the file around in case DMagic wants to see it... not sure if it will help since I'm not sure what steps I took to get it there.
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Thanks for the quick reply Tebryn, I've tried both the reset map and reset all buttons already. going to just add to this to keep from polluting this thread. As the problem began after I transmitted the map (i think, I'm learning this mod and was playing around) I just tried deleting the science code blocks that mentioned SCANsat from the file and all SCANsat and MKS part bearing satellites, then hyperediting a new sat into position. The same sat known to work from my previous tests. No luck. I'm not an advanced programmer but I am a front end web developer equipped with SublimeText so I'm not afraid to mess around... especially since I've backed it up. I suppose I'll escalate my hacking by deleting everything scansat related from that file next -------------------------------- Arighty, I removed any line that had the word SCANsat in it and the block that had the actions etc for the part. Back in game I had to R&D the parts again (a good sign I think). I launched another sat and no luck. Anything else I should be deleting?
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Hi all, I somehow have a save game in which scansat just will not generate a map. Both big and small maps just show grey while scanning no matter what map type I try to display. I can start a new game, put the same satellites into orbit and get it working just fine. It seems to be something in that one save game. Are there files I can delete to reset everything? In the broken game I've already cleared the map data, and deleted/reinstalled the Mod. Mod version 10, KSP 90 on windows 32. Thanks for any tips. Bryan
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[0.25] [x] Science! v4.0 (2014-10-24) [Old thread]
bmyers831 replied to Bodrick's topic in KSP1 Mod Releases
Hi Beaf, Thanks for trying to get this working until Bodrick reappears. I installed it yesterday afternoon and I'm getting an empty [X]Science window when I view it. It just shows the title and nothing else. I was in the KSC main window (where you select which building to go to) when I saw this. Any ideas on what I should look for? -
On Windows my best experience by far is to use the 32-bit version in OpenGL mode (with a switch on the shortcut that disables the window frame). In this mode you literally save over a gig of RAM and can go mod crazy. The performance is the same and the stability is far superior. I can run KSP for around 36 hours before it crashes. I don't know what the Mac version of open GL is called but see if you have a switch in your KSP video settings for... I think it's "full screen". non-full screen would be open GL for windows. Good luck