crystalkalem
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Everything posted by crystalkalem
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[1.4.5 and above] KSCTweaker - small KSC improvements
crystalkalem replied to Ger_space's topic in KSP1 Mod Releases
I remember a long time ago that someone swapped the hanger from creation mode with the one on the planet. It was like way back before 1.2. cannot for the life of me find it though :(. -
I've been looking all day for a mod to do this but still have yet to find anything. I'm sure that this has probably been asked before but even after hours of searching it hasn't even given me previous request pages. If anyone knows about a mod that makes it so you can use the KSC doors or hangers and actually go inside of them I would very much appreciate a link. I know the general gripe with a mod like this is that it would be very intensive on graphics but honestly even just an empty building with some basic structure and flooring would be fine.
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[1.4.5 and above] KSCTweaker - small KSC improvements
crystalkalem replied to Ger_space's topic in KSP1 Mod Releases
I really wish someone would make a mod that makes it possible to go inside of the KSC buildings and have functioning doors n such. I've been looking non-stop all day and haven't found anything that even hints as to whether or not it does this. -
[1.12.x] JSI Advanced Transparent Pods (V0.1.24.0) 12th Sep 2021
crystalkalem replied to JPLRepo's topic in KSP1 Mod Releases
How exactly do I get this mod to work?. I hovered my curser over the item and nothing shows up (I tried to get it to work both in hanger and also on launch pad and in flight.). I right click it and nothing shows up. there is no tab in game to activate it. I'm not sure if what I'm having is an error or simply my own stupidity :(. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
crystalkalem replied to rbray89's topic in KSP1 Mod Releases
is there a way to make there be less cloud density on the planet eve. -
can we please have a .90 fix.... even though i installed it without it crashing it still wont work... is there a key binding you neglected to mention in the post or something?
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
crystalkalem replied to bac9's topic in KSP1 Mod Releases
reason why is because one of the mods has 2 in its install.... which is why i asked... - - - Updated - - - hhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh...... iv never. after waiting forever for that thing to log all my mods... iv never seen ksp launch so fast before.... it launched in like. 5 seconds after i restarted.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
crystalkalem replied to bac9's topic in KSP1 Mod Releases
so modulemanager 2.5.1 2.5.4 and 2.5.6 can all stay? or can i just use 2.5.6?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
crystalkalem replied to bac9's topic in KSP1 Mod Releases
well quick question. should i install b9 before or after this mod. since they have overlapping mods.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
crystalkalem replied to bac9's topic in KSP1 Mod Releases
https://www.dropbox.com/s/r4s5bhx9x1ex6we/output_log.txt?dl=0 just dropboxed it.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
crystalkalem replied to bac9's topic in KSP1 Mod Releases
how do. im finding it very dificult to find a way to post it without just flat out posting it in here. i don't see any "spoiler" option in this forums posting options...... and its to big to upload to google docs apparently........- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
crystalkalem replied to bac9's topic in KSP1 Mod Releases
want a crash report?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
crystalkalem replied to bac9's topic in KSP1 Mod Releases
does not work with this mode. please please please fix this. i don't know what to do about it. i can't find any work arounds in the configs and im not smart enough to do any re-config/coding from scratch. http://forum.kerbalspaceprogram.com/threads/102237-0-25-LLL-Lack-Luster-Labs-%28Sci-fi-flying-boxes%29-LLL-13-03DE2014- 4,460 replies
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[0.90] KSP Interstellar port maintance thread
crystalkalem replied to Boris-Barboris's topic in KSP1 Mod Development
i dont think this works with newer mod manager version. idk. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
crystalkalem replied to sirkut's topic in KSP1 Mod Releases
do i really need toolbar? it makes the kethane mod not work and i know you say we can delete it if we dont want it. but when i do it makes my game crash... -
sorry if you took offence. and yeah you're probably right about the 10-20 hour mark.
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well if you want to know i was just being humble. i do have a history in coding however that was years ago. i also have many friends who are coders and modders and they could do this in a single sitting. less than 5 hours. however they are at the top of their game so i cant say that just any coder could do this. so i generalize and say it should be simple. i don't give a time frame. and before you ask. no i cant ask them to do it because they charge everyone including their friends and family for their time. they aren't cheap.
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what is the mod that lets you reuse science devices.
crystalkalem replied to crystalkalem's topic in KSP1 Mods Discussions
iv never seen this as an option.... imma go test this. -
i think adding a kinda personal function coder into the game. with action groups or some kind of timed/situational stageing would be easy enough. example: if= alt=250k action: ActivateEngine time: =40s [aka 40 seconds] im not really accustomed to action groups or basic action coding or really anything XD but you get the point right. it would be really awesome to have this in game because even if you arent a coder you could still put in pre made actions that would have easy to edit peramitors. like activating the enging for a timed burn or if you make enough edits you could make a module put itself into a perfect orbit. i know that there is a mod very much like this already called mechjeb but that one is a little restrictive. the example i gave does not mean it would be limited to in flight but also to kerbals and other mechanics as well. such as telling a kerbal to walk a specific distance from the command module. collect science data. then return to the module. again im not a coder or anything like that but i do know this is a very simple task to do considering the amazing things people have made, like mechjeb.
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i was watching Scott Manley videos and i noticed that he was able to re use the science modules after sending science transmissions back. they weren't rendered inoperable. i went back in the list and he showed the mod for it but iv never been able to find it. iv looked up every mod that has to do with science and not one of them just has this function. so could someone please give me a link to a mod that souly does this or at least makes very little changes to the game besides this, because i don't really want to add 500 new modules and parts to my game just to have this one single function change.