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goldenpsp

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Everything posted by goldenpsp

  1. What? You just drop the extraplanetary launchpads folder under gamedata and boom everything works.
  2. LOL Post announcing .90 at 17:20. First post about mod being updated yet at 17:25.
  3. This. First congratulations on your mod being sucked into stock KSP. Do you have plans to extend it for other mods. I know the Fineprint mod had support for resource missions with karbonite/kethane etc. I personally would love to see some sort of way of configuring fine print stock to still support these kinds of missions.
  4. Senshi, with all due respect, simply saying people shouldn't try themselves if they think they can is shortsighted. You admitted in the previous page that you cannot unlock all of them (realchutes being the example). So for some mods unlocking yourself for personal use is the only option.
  5. Let us know if it works. I have not found that setting to fix my issues.
  6. Possible bug then? my follow up question got missed a few pages back. I had asked about turning timed builds on after the fact and you told me where inthe persistent file to set it to true. when I went in I found it was already set to true, but my builds still require 100% rocket part before they will start.
  7. Honestly I haven't seen that asked yet. But yes I think everyone is looking forward to it. Also hoping that Rover is working with, or at least prodding the scansat folks to make it compatible as well.
  8. It is largely the tricky nature of rovers. the only truly stable rovers I have on the mun start at around 50t. one thing that can sometimes help is to turn off steering on the rear wheels.
  9. Fancy engine with super high ISP? Pretty sure that is the point.
  10. FYI actually reading the OP can generally answer questions like these.
  11. Hmm, I guess I am still confused then. I checked my settings and TimedBuilds was set to true. But I thought one of the things about this setting is that I could start a build without having sufficient rocketparts, but I had encountered a build recently where it would not let me start because it said I needed the full amount first. Maybe that is a separate setting?
  12. For vids have your given open broadcaster a try? It is free and while designed for streaming it can also record.
  13. Yes, but with Regolith doing procedural resource distribution, will that change in an active save game? Not that it is necessarily bad, but will make things interesting for existing MKS base locations.
  14. I would guess he is going to do it without breaking models etc. But it still might shake some things up. Will be interesting.
  15. just out of curiosity, is there a place to toggle progressive builds? I am realizing I must have said no when I started my current save, but did not really understand the ramifications. I'd like to switch it if possible without having to start over, but I was unsure where this setting is saved. I have perused thru my persistent file but did not see anything the stood out.
  16. Dunno. I tested recently with a similar setup except I put down 4 stakes in a square and it worked.
  17. Isn't this mod basically defunct since it was sucked into stock KSP?
  18. So I apologize if this has been addressed before. I did some quick searches of the thread but did not really see anything. I love almost everything about this mod, except when I use the Big map it renders slower than it seems like it should. Certainly slower than I have seen on other players videos. I am running a pretty decent computer with a decent graphics card, (GTX660) and the game is running off my 250GB SSD drive. Any hints/tips to improve the big map render speed?
  19. More than practical. Even easier if you add in KAS and use the new EPL survey stakes. pretty sure you can use kethane or karbinite to mine ore. edit, yes you would probably want to use karbonite instead of kethane with MKS. But for the most part they do the same sorts of things so you could use karbonite instead of kethane, or do some mm configs to make kethane parts fill in the MKS pieces you would need.
  20. Oh heck no. It can be found here http://forum.kerbalspaceprogram.com/threads/86695 The whole pack is tons of fun.
  21. And who said it was a workable solution for most people? The issue so far at least as I can see is your entitled attitude about this situation. from your post further up, if you have followed any of the threads of mods who have locked 64bit, the mod developers did not make that decision "on a whim". In most cases it was from getting so fed up with bogus support demands that stemmed from 64bit. in some cases it was getting to the point where the developer was reaching a point of either locking out 64bit or walking away. Personally I'm happier that they Did not walk away.
  22. When you make a subassembly the first piece is critical. If you want to be able to mate them up for example with the docking port, then when you build the rover you must start with the docking port as the first piece.
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