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Darkblade48
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KSP2 Release Notes
Everything posted by Darkblade48
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If you are using the Crowd Sourced Science Logs, make sure you only have one copy in GameData\Squad\Resources I had the same problem, when I wanted to save my original science definitions (rather than overwrite them). I saved the sciencedefs.cfg as sciencebak.cfg, but the file will still load, causing the magnetometer (from Interstellar) to (not) work in a similar manner that you described. Renaming the original science log file so that the extension is something different (e.g. scienceoriginal.bak) will resolve this error.
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Not sure if anyone else is experiencing this, but when I try to IVA, all the textures are black. I'm not sure if it's the new RasterProp or the fact that I'm using Active Texture Management (x86).
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HotRockets! Particle FX Replacement + Tutorial
Darkblade48 replied to Nazari1382's topic in KSP1 Mod Development
I think this was a problem with the older versions of Hot Rockets and KW Rocketry. Have you updated your Hot Rockets? -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Darkblade48 replied to Nereid's topic in KSP1 Mod Releases
Just a typo in the change log in the first post; it says 0.5.4 instead of 0.5.6. -
HotRockets! Particle FX Replacement + Tutorial
Darkblade48 replied to Nazari1382's topic in KSP1 Mod Development
Excellent work, though I have a question regarding these files' installation. Do they replace the nasa_hotrockets.cfg and squad_hotrockets.cfg in GameData\MP_Nazari? -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
Darkblade48 replied to sarbian's topic in KSP1 Mod Development
1) Go to the Dropbox link and download the 2.0.1 zip file inside the Klockheed Martian folder (use the newer version). 2) Download the Cool Rockets zip file (I assume you want Cool Rockets). If you have other mods such as the SSE, then you will need those zip files as well. 3) Delete any pre-existing Klockheed Martian folder (this is what it means in step c of the instructions). 4) Extract the files within the zip files downloaded in (2) to the appropriate locations. -
You need to turn off flares for Distant Object Enhancement, or else when trying to take images of the planets using the telescope, you just get a over saturated (white) image. With the DOE flares turned off, you can take pictures normally. Of course, with flares turned off, you can't really tell where the planets are anymore, though.
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
Darkblade48 replied to sarbian's topic in KSP1 Mod Development
I will do my best to explain how to install this. 1) Go to the Dropbox link and download the 2.0.1 zip file inside the Klockheed Martian folder (use the newer version). 2) Download the Cool Rockets zip file (I assume you want Cool Rockets). If you have other mods such as the SSE, then you will need those zip files as well. 3) Delete any pre-existing Klockheed Martian folder (this is what it means in step c of the instructions). 4) Extract the files within the zip files downloaded in (2) to the appropriate locations. I am not sure if there is an up-to-date .cfg file for the new version of KW Rocketry (2.6c). -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Darkblade48 replied to RoverDude's topic in KSP1 Mod Releases
I think it was covered here: http://forum.kerbalspaceprogram.com/threads/84359-0-24-Deployable-Emergency-Reentry-Pod-v0-2-0-2014-07-19?p=1296682&viewfull=1#post1296682 Essentially, with TAC LS, Kerbals can already survive 30 days without food, so there is no need for the emergency pod to have a 15 day food supply (which would essentially allow Kerbals to survive for 45 days, provided there was sufficient water and oxygen). This is also why the emergency capsule only has 12 days of water (as Kerbals can survive 3 days without water). -
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
Darkblade48 replied to sarbian's topic in KSP1 Mod Releases
Regarding the reworked DLL for FAR 14.1.1, according to the first post, it will I assume this essentially means that ascent and landing guidances still require the 'manual touch?' Also, does the MechJebFarEXT.dll just drop straight into \GameData\MechJeb2\Plugins, or should I rename it and replace the existing MechJeb2.dll? -
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
Darkblade48 replied to sarbian's topic in KSP1 Mod Releases
From what I understand, since it was just a recompiled version of ragzilla's source, it will only work with FAR 14.1.1 (perhaps newer versions too?) -
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
Darkblade48 replied to sarbian's topic in KSP1 Mod Releases
Does the MechJebFarEXT.dll just drop straight into \GameData\MechJeb2\Plugins, or should I rename it and replace the existing MechJeb2.dll? Furthermore, what exactly does the plugin do with regards to MechJeb2 and FAR compatibility? -
HotRockets! Particle FX Replacement + Tutorial
Darkblade48 replied to Nazari1382's topic in KSP1 Mod Development
Try this: http://forum.kerbalspaceprogram.com/threads/65754-HotRockets!-Particle-FX-Replacement-Tutorial?p=1289683&viewfull=1#post1289683 -
I tried using the search function within this thread, and did not seem to find any results (hopefully someone doesn't mind answering it (most likely again)). In the VAB, there is a KerbTown button (the orange button) that allows you to choose what location to launch from. Is there anyway to get rid of this/move the button?
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I experienced the same thing - it's a bit buggy though. For example, if (say) I do not have landing guidance researched yet, but put it into my toolbar (via sandbox mode), on some ships, it will appear. But when I switch ships, sometimes, the landing guidance button will disappear. Changing ships again sometimes brings it back.
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[0.23.5] MapShowNavBall - show navball by default
Darkblade48 replied to bawr's topic in KSP1 Mod Releases
Also works nicely in x64. -
For DRE v5.0, the changelog states that: Does this apply to deployed parachutes only, or does it also apply to non-deployed parachutes? If the latter, essentially parachutes will burn up twice as easily as before (v4.8)?
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With regards to driven distances, are they required to be in a straight line? What if I drive in a circular path that meets the distance requirements, but brings me back to my starting point?
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[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
Darkblade48 replied to SirJulio's topic in KSP1 Mod Releases
Excellent, thanks for the testing. -
[0.23] Crowd-sourced Science Logs: SCIENCE NEEDS YOU!
Darkblade48 replied to codepants's topic in KSP1 Mod Releases
Replace (after making a backup!) the ScienceDefs.cfg that is inside your Squad\Resources folder. -
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[1.0]Vanguard Technologies | EVA parachutes | still works
Darkblade48 replied to Kreuzung's topic in KSP1 Mod Releases
Has cost for adding the emergency ejection system (for planes) been implemented? -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Darkblade48 replied to RoverDude's topic in KSP1 Mod Releases
I believe 0.24 changed something for parachutes. There was a note in the new version of Mechjeb saying that landing with parachutes was "broken" as of now.