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Darkblade48

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Everything posted by Darkblade48

  1. 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.
  2. 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).
  3. I think this was a problem with the older versions of Hot Rockets and KW Rocketry. Have you updated your Hot Rockets?
  4. Just a typo in the change log in the first post; it says 0.5.4 instead of 0.5.6.
  5. 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?
  6. 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.
  7. 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.
  8. 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).
  9. 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).
  10. 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?
  11. 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?)
  12. 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?
  13. Try this: http://forum.kerbalspaceprogram.com/threads/65754-HotRockets!-Particle-FX-Replacement-Tutorial?p=1289683&viewfull=1#post1289683
  14. 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?
  15. 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.
  16. 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)?
  17. 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?
  18. Replace (after making a backup!) the ScienceDefs.cfg that is inside your Squad\Resources folder.
  19. Has cost for adding the emergency ejection system (for planes) been implemented?
  20. 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.
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