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KSP2 Release Notes
Everything posted by Jagzeplin
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so with the pre-release has anyone else had issues with many of the prebuilt planes/ships not loading? for example the Mallard, the Dove, many others... they show up in the list but i cant get them to load up in the SPH/VAB
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jagzeplin replied to RoverDude's topic in KSP1 Mod Releases
what does the "governor" do on the kerbitat living module? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Jagzeplin replied to IgorZ's topic in KSP1 Mod Releases
what do you mean by "update reference dlls"? im a luddite -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Jagzeplin replied to stupid_chris's topic in KSP1 Mod Releases
im having same issue as above. -
i didnt have to. for some reason it fixed itself when i quit and played again. thanks for tip about alt F12 thing tho. i didnt know about that at all
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jagzeplin replied to RoverDude's topic in KSP1 Mod Releases
where is the usi tools download? i dont see it in the catalog -
so contract completion can only come from stuff launched out of KSC? damn that sucks
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not certain which forum to ask this in since it could be a MKS thing but im currently having an issue getting contracts to see new vessels i build in orbit as "new." i used the mks launchpad with the robot arms if that matters
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Jagzeplin replied to ferram4's topic in KSP1 Mod Releases
theres a whole lotta programmers and people who know what the heck C++ is on this forum. what yall consider "easy" can be bewildering to a luddite like myself. i like to pretend im tech savvy because i built the PC im typing on but really i just followed a youtube video- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Jagzeplin replied to ferram4's topic in KSP1 Mod Releases
dont feel like reading the ENTIRE thread but im getting the impression that the experimental 1.2.2 compatible FAR build is clandestine and closed to us noobies who dont know how to "compile". is there another similar mod out there that makes airflow realistic and is updated to 1.2.2?- 14,073 replies
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thanks for response. where can i find the documentation for this?
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how does the hab multiplier work? so far in my new save ive got two viewing cupolas. one with a hab multiplier of .5 and one with .7. i suspect that the .5 one doubles my kerbals hab duration by halving the rate at which hab is used up. is this correct? also, would this mean that two of those cupolas would quadruple hab?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Jagzeplin replied to ferram4's topic in KSP1 Mod Releases
Im sorry i didnt realize that the notification thing worked like that. I assumed it only notified when FAR updated.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Jagzeplin replied to ferram4's topic in KSP1 Mod Releases
LMFAO! priceless- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Jagzeplin replied to ferram4's topic in KSP1 Mod Releases
i suspected as much. guess its just not practical/realistic. maybe one day NASA will borrow a design from a KSP gamer- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Jagzeplin replied to ferram4's topic in KSP1 Mod Releases
thanks for clearing that up lordcirth. also, i know this isnt a FAR question but since someone brought up SSTO craft i was curious if anyone here knows of any real life SSTO vehicles. when i google SSTO design all i see is KSP stuff. would be interesting to see a real SSTO design in flight- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Jagzeplin replied to ferram4's topic in KSP1 Mod Releases
ive always waited until my entire mod list was updated before starting a career since many mods add parts that can change after an update and break existing craft saves. so my question is would it be safe to start a career now and add FAR in later or would i risk breaking my save?- 14,073 replies
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how close is this to being updated for 1.2? i wont start a new career without EPL
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oh. ill need to wait for EPL to update before starting a new 1.2 career then
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does this mod allow you to create ships outside of KSC like taniwha's EPL?
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oh ok cool just glad i didnt mess up install. thanks
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Hey guys when i click on the green cube thing and it shows all the "consequences" the one for ec effect for vets is blank and clicking grouchy wont "stick". Like ill select it and it will darken before i click save and close window but when i come back a bit later (like after looking in the vab or something) its back to blank. Saving the game doesnt affect anything
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er... so open git shell, direct it to where the EL-master folder is, and then type "make KSPDIR=C:\Program' 'Files' '(x86)\Steam\steamapps\common\Kerbal' 'Space' 'Program install"? that seems to throw up problems because of the x86 in my program files folder. dont know why its even in there now that im using KSP 64 bit and i always associated x86 as being for 32 bit programs. probably missing something obvious this community often makes me feel like such a luddite. have you all taken IT courses? lol PS if you're on the squad staff now does that mean EL will eventually be in stock game? that would be hella awesome
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isnt there a guide somewhere explaining how to do that? i wanna start a new 1.1.3 career with EPL so how do i put those github changes on my EPL 5.3.2? i installed git, make, mono, and mingw-64. now what?