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Phil deCube

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Everything posted by Phil deCube

  1. Ah! I see now what you mean about the "inexistant" pages. That's the reason I was having problems. I was clicking on those "inexistent" pages, instead of the other Delta V Map page. All sorted out now. Thanks!
  2. Hmm... weird. Thanks for checking. I had the same problem in version 1.10. I can fix it by removing Planet Wiki, so that's what I'll do. Cheers.
  3. G'day, I have a problem if I have both Community Delta V Map and Planet Wiki installed together. It seems like Planet Wiki takes the selection of "Kerbol" in Community Delta V Map and opens the Planet Wiki page instead of the Delta V Map. I have version 2:2.8 of the Map and version 1:4.1 of the Wiki. https://imgur.com/TBl9Hei
  4. Yeah, that seems to have done the trick. I tried a Nerv and several other common engines and got sound from all of them. Cheers and thanks.
  5. Here you go. I have CKAN, so this is a dump from that. Let me know if you can't open it. https://drive.google.com/file/d/11Gi0VEekpmz5M8foKveJQLYbRoYZDDQa/view?usp=sharing
  6. Thanks a lot. The mod really adds something to the game. It's so much prettier with your plumes. Cheers.
  7. I tried a terrier engine and it works ok. I removed Restock and it made no difference to Nerv engine's lack of sound.
  8. I've only tried the nuclear engines so far. I'll give another type a trial later on today (I'm at work). Yes, I do have Restock installed.
  9. Thanks for replying. I meant that the engine sounds that were there the day before yesterday, stopped after the update yesterday. Bit weird. I tried again just a minute ago and the engine sound is still missing. Standby, I'm going to try something... Yep. Removed Real Plume and configs. Engine sounds are back.
  10. G'day Zorg, CKAN installed this update today. Now I have now engine sounds. I've only tried Nerv nuclear engines so far. Bit strange?
  11. Looks great. Can't wait to try it. Downloading now.
  12. Ok. Thanks for the advice. Wouldn't it be easier, for everyone, if there were a switch in the mod? It was a request, by someone else, for an addition to the mod, not a request for how to go about doing it manually.
  13. Second this request. Each time I upgrade I go through the process of setting the cfg files to allow all modes from start. We're gonna do it. It would be nice if there was a switch to make it easy. I've been playing since 2014, ver 0.something. I can get a spacecraft into orbit manually, I can progress the tech tree as required, I'd like to use automation from the start. Thanks for all your tireless work on this mod. It is the best KSP mod out there, and the one I have to install ASAP each upgrade.
  14. In Blizzy only. An update the other day seems to have fixed it. All Blizzy icons are good now.
  15. Well, they Hype's impressive. Will we have to wait till 2.1.5 before it's any good? I hope not.
  16. Thank you. You're a genius. I've spent days wondering how I'm going to find this stuff.
  17. No, not touched it. But I did figure out that it was a mod that was causing it. Doh! Should have thought of that first. Turned out to be Kerbal Joint Reinforcement, which makes sense. Thanks for your suggestion anyway.
  18. I seem to have a problem with hinges. If I add any weight at all to a G-11 Hinge, or a G-12L Alligator Hinge, they stop moving. Mass-less parts like Cubic Octagonal Struts or a Communotron 16 work OK, but if a I swap it with a 16-S (0.015t) the hinges won't move. Any ideas? Never mind. I removed all my mods and it seems to work better. Now to figure out which one it is...
  19. Wrong? I thought I was wrong once, but it turned out I was mistaken. That's a bummer. In that case I hope Squad is onto it and 1.4.3 comes out soon.
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