SRiley77
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Posts posted by SRiley77
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Your patch has worked on my end of things.. Thanks a bunch!!
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Sorry for a partial necro..
It would be nice if this could get a pass and review for 1.3. I certainly do like the idea of such a training operation.
Both of these cause 1.3 to crash. I've had this happen in a very heavily modded install, and in a fresh install (Module Manager was the only addition).
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Sorry for the apparent zombie thread:
in 1.2.1, I'm experiencing the same issues that a few folks above had reported. The plateau (with nearly the entirety of the Kosmodrome) vanishes at certain angles. What is usually only visible is the launchpads. The spawn point for the runway is underneath, so attempting to use it may cause the plane to hit the bottom of the runway, causing explosions.
I hope that this mod can be updated to work in new versions. It is a nice launch point to have as an alternate to KSC.
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I guess that I should have done my own homework.. checked the config, it's showing a proximity to the waypoint of 500... which is closer than the attempted altitudes.
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I'm just wondering what the altitude & distance ranges would be for the fly over island contracts... I've been trying it, but can't get the flyover section of the contract to go green or get the waypoint to clear. Will those not happen until landing back at ksc?
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Version 1.21 released.
1. Fixed the duplication bug of Historical Contracts. Only 1 should show up now in your contract list.
Things are working here so far.. thanks for the update!
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Guess quick test would be to go into settings.cfg file and set them to only allow 1.
Tried this... no effect (at least for me)
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I'm running into the same problem. Turning off Historical Missions in MCE's settings menu solves the problem (it isn't any other type of mission that's duplicating).
Running latest MCE with latest version of Contract Configurator with the following packs (all latest versions):
Advanced Progression, Anomaly Surveyor, Scansat, Field Research, Historic Missions, Kerbal Space Station, RemoteTech, Tourism
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Anyone have any luck getting rid of the multiple RC icons in the space center scene stock toolbar? I have two on first boot but then if I launch something and go back I have like 10.
Having the same problem here
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Congrats to SRiley77 for completion of the Low Flyer Elite
Thanks for the add and for the challenge! It can be tough keeping under 150 when trying to land on the island. Something like this can help improve my skills.
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My humble submission.
Accomplished in .25
Mods used:
MechJeb (for altitude details only)
Aircraft is all stock parts.
No parts lost during trip.
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I have several installs on my Win 7 machine... One mostly abandoned one for each version (I started late, at .23). For the current version, I have a modded one (for normal gameplay) and a "challenge" one (which is setup with approved mods for whichever challenge on which I am working). I have an archive of the .zip files downloaded from Squad which can serve as a vanilla re-boot if necessary.
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Where's time acceleration when you need it?
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We interrupt this program to bring you an important update. Jebediah Kerman just announced that, due to sheer joy and excitement at the success of the launch, he just stepped out of the hatch and went on an early EVA...
http://img.photobucket.com/albums/v291/rodsky/misc/jeb1_zpsdceef048.jpg
I think that KSP would be an improvement over the animation that NASA is using... If only they were, and an "accidental" eva happened on the live feed... One can dream
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My humble submission for this challenge
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Seriously ? ^^
Well taste & colors, here you go : https://www.dropbox.com/s/kvp3wsh8kxrjkcf/breathing.ogg?dl=0
Just copy/pasta in 'Chatterer\Sounds\AAE\effect'
I think I will put a "breathing Human/Kerbal toggle" option in next update
Even though this is from almost 2 months ago, I want to share previous kudos for making the old sound available. Like others had mentioned previously, I thought that the new breathing sound was a bug in the download. A toggle would be greatly appreciated. Keep up the great work with this mod, it is a must-have in my book!!
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Mine are traditional, and semi-boring (at least as compared to the above)
1 occupant capsules - Hephaestus Program
3 occupant capsules - Callisto Program
I haven't really been beyond these... so I'm not sure where I'd go from there.
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Umm for some reason my recent probe has "Local Control" always activated ever since I deployed it from my KSO shuttle. Here is what it looks like.
I noticed the Mechjeb tab on your screenshots. If I recall correctly, Mechjeb treats itself as local control, where RemoteTech is concerned. I know that when I've launched satellites, and when I put the MechJeb unit on the orbital insertion booster.. I get the full RemoteTech time delay functionality.
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Rubber Ducky,
If you're still floating around to see this: Thanks for your wonderful mod and your hard work.. best wishes for your time away, hopefully you'll return someday.
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Only tried it in .23.5 and .24.. but love the mod.. Keep up the good work!!
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Looking through the config files, I don't understand why third-party command pods/probe cores aren't supported. Wouldn't this do it:
.....
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Yes.. I manipulated my 23.5 installation with that code, gave myself remote tech capabilities on aies, bomp, impossible innovations, etc. I based my home-made cfg files on the AIES cfg files found earlier in the thread.
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64Bit Kas.dll (just compiled didnt changed the version checker so it will throw a warning) (DRopBox Link) (Plugin only) License - Source code
Tested on Win7 - x86 - .24 32 bit.. confirmed container and "grab" functions working..
[KSP 1.12.3] Astronomer's Visual Pack - Beyond (v4.13 - July 17th, 2022)
in KSP1 Mod Releases
Posted · Edited by SRiley77
Hello all,
I'm new to AVP, haven't been around KSP much for the last few years.
I'm not sure if this is correct.. it doesn't look like the screenshots that have been posted elsewhere.
It looks a little bit white compared to other screenshots.. which is why I'm asking if it's supposed to look like this.
I'm running 1.10.1 with default settings. AVP (with 4K Textures), Scatterer, EVE, & Module Manager installed via CKAN. No other mods installed.
I have looked at previous posts, but have not been able to figure out what may be going on based on those old posts. Any help or suggestions would be appreciated.
Dropbox link to Player Log