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FrancoisH

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Everything posted by FrancoisH

  1. I hope before people starts to read previous posts answering this very same question (like just a page before). Who am I fooling, it can only be before that as it will never happens.
  2. This made me laugh, especially when you look at the fact this is starting in three days . So the launch window starting in 3 days will end in 6 months. Gives a bit of leeway
  3. Is this documented somewhere ? If I could look at it, maybe could I be able to fix it (should be in my range of skills ;))
  4. You mean this one ? I installed this one into my 1.10.1 setup.
  5. Just a little question. Does the KSPedia entry had been removed? I can't find it anymore. I'm playing in 1.10.1
  6. Hello, just a question, why I don't see the AGM icon on the VAB screen ? It should appear when I edit groups and here I only get the icon on the launchpad... Any known incompatibilities? Or is it only for the launch part ? It's more simple that AGX and I find it a bit confusing coming from it. If you can help you, feel free.
  7. Hello there, As Contract Configurator seems to be broken in 1.7.3, how can I use this mod? THank you.
  8. Just a quick question to you, KSP-IE guys. I plan on starting back a new science campaign and... I would like to do it with this mod. But as I like to colonize, I wanted to use USI stuff as well. But I no longer see RoverDude mods listed as compatible in the compatible mods list (neither the parts or the Life Support one). Must I avoid using it together with your mod then? And does SSTU parts works as well ?
  9. Thank you I do use CTT (Community Tech Tree) and they should be unlocked near the beginning ? And still not unlocked on Tiers 4. Seems a bit strange. I'll ask on CTT post later but nobody else did notice that?
  10. Hello there again, When I do decouple heat shields, there's a decouple sound but no animation, unlike with stock one. Is this known, normal or do I have something interfering? Found nothing in the log. Kind regards.
  11. Hello there, I just reinstalled everything clean on an 1.7 version so I'll let you know if there is still an issue. But with my standard installed add-on, I didn't encounter any issue previously (I mean on version 1.6.x) What I noticed is when I play on 1.7 with the sequencer installed, every load of the ship in the VAB or the launchpad generate a longer list of entries from the sequencer, and weren't able to find from which add-on this issue is coming... I'll make test and tell you more if I am able to find it. But it ultimately lead to big memory leak and crash of the game (which don't happens if I remove the sequencer). Please let me now if any of you encountered this issue.
  12. Hello there, just a little question. Is the latest version of the Sequencer works? This from this thread ? I did install it and I had trouble with vessels taking long time to load after a while. I know I should post this in the other thread but I wanted to know if anyone did use this sequencer here. Thank you.
  13. Hello there, I've just a quick question. Is there no 0.63 diameter size variant of the tanks? I thought it was possible to set them that small before?
  14. Just a stupid question I didn't ask, but is the lastest compiled version for 1.7 is compatible for 1.6.1 as I do not migrate yet, a lot of my mods aren't compatible yet.
  15. @DMagic I wait impatiently to get those parts compatibility with US2 as they're quite useful to me. I tried, out of curiosity, and they do not work as they get detected as not being in space? And without shells as you described. And I didn't want to add both US and US2 on my install So going back to US for now!
  16. It's really a nice mod, can't wait to get the new DMagicOrbitalScience new parts for this Just a question. What can I attach to the nose service bay? I didnt found any attach point?
  17. I checked my log and nothing arise, but I do get huge lags on 1.4.5 every time I make an experiment. I've got i7 8700k with 32GB DDR4, I doubt it's computer related. I played on 1.4.x and didn't get these lag spikes but since latest versions it got back with huge force.
  18. @StarStreak2109 & @alexus Maybe where you speaking of the mod mentioned here : Maybe @Shadowmage can confirm this is the only fix to date and @Electrocutor there's no new version of it? Anyway, I can't myself find any tool to configure Texture Unlimited IN game as I thought Shadowmage mentioned. See you around!
  19. I'm a bit lost with the two file to download from the Release part. I can't find the dependencies + installation guide. I'm probably blind but can anyone help me with that?
  20. @Hunony Hello to you I would not look like being rude but... maybe could you look at, at least, the current last page of this topic or the two last pages as there's at least 3 or 4 messages from @Shadowmage displaying new engines, looks in 1.4.2, how much work he still have to finish the update of the existing parts... All posted in April of this year... So I could have simply said "yes", it's still active, but ... sorry... can't help myself and think we could put at least a minute to look at the last page of a topic to see if it's still maintained
  21. Hum, not the subject of this post, but I will just say that KSP is kind of a prototypical game. We can't expect change not to break something. I like the idea of this simulator still being in development so long after its initial release
  22. In fact I didn't have it any longer in the ContractPacks directory... only in the ContractPacks\ContractPacks ... And I were probably blind because I checked twice and didn't see the double Directory issue... I shouldn't read logs and check this after 7 hours of PHP/JS coding.
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