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kcs123
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KSP2 Release Notes
Everything posted by kcs123
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Depending how much of stock tech tree nodes/parts you have already unlocked in stock career game. You might have some parts already unlocked that should be unlocked much later using Ctt. For parts that you are not already researched/unlocked you should not have any issues. Nothing will be ultimative broken, that would make game unplayable, but you will get the most fun and gameplay experience with any customized tech tree node if you start new career.
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You have to backtrack for this issue several pages back on this thread. MM have changed syntax interpretation few versions ago. Becasue of that older mods like SETI that didn't updated config files cause those warning messages and in some cases my not even work properly. SETI mod was published with ARR licence, so you can only follow instructions how to repair this on your own (you can find it in this thread "how to") or you can use some other mod. Bunch of things were changed in KSP, so SETI probes also might no longer work properly even when you repair "FOR" MM command issue. Other mod that is somewhat build on SETI principles, but it is not exact copy of SETI to not violate ARR licence is Unkerbaled start mod. You might have better luck with it.
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Yep, I thought that those are not necessary, I never used those, my prefered method of debuging is as you mentioned, with proper IDE and sorce code. However, for some reason, mdb and pdb files were included in CKAN install and since @RoverDude maintain his own CKAN files, I was not sure if those were necessary or not. I'm not messing with .NET on daily basis, so can't tell for sure about it. Thanks for clarification on this topic.
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For Firespitter core you need following files in directory "..\GameData\Firespitter\Plugins\": Firespitter.dll Firespitter.dll.mdb Firespitter.pdb Last two files might not be necessary, those are used for debuging purposes, but I can't tell 100% for sure, so better to include those too. From downloaded archive you will find those files in direcory: "..\For release\Firespitter\Plugins\" In directory "..\GameData\Firespitter\Resources\" you only need one file: Firespitter.cfg That one can be found in downloaded arcchive folder: "..\For release\Firespitter\Resources\" Latest available Firespitter release can be found on github links in OP, or from few posts above: Firespitter 7.13.0.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
kcs123 replied to Shadowmage's topic in KSP1 Mod Releases
Yep, that would be a good idea, even if you didn't finished everything that you want for a release. There is a lot of fixes in pre-release versions that a lot of people miss that even exist. So, with more complete release, people would (hopefully) only complain about things that are really need fix. Much less time wasted on figuring out what user use what version of KF or KSP wheel. -
Firespitter v7.130 - mod that contains parts for craft, like wings, fuselages engines and such Firespitter Core v7.13.0 - DLL library that other mods also use for their part packs, but you don't need parts from Firespitter Resources config v7.13.0 - config files that some parts needs along with core DLL plugin to work properly (engines mostly, as much as I'm aware) All of those are packe in same zip file, CKAN automatically install plugin and resource files if some mod require it as dependency. Otherwise, you can choose what to install manually whatever you need, Firespitter part pack or only plugin that is required by some other mod.
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[1.9.x] RCS Build Aid Continued - New Dependencies
kcs123 replied to linuxgurugamer's topic in KSP1 Mod Releases
You are welcome. It happens even to veteran KSP players from time to time. No need to worry about that, it is good that issue is resolved easy and quickly. -
No worries, and just recently MOPC posted updated config files for APP FAR compatibility as well as config files for new propelers. Heven't tried either though, but might be good to put link here as well, if someone else also ask for this:
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
kcs123 replied to SpinkAkron's topic in KSP1 Mod Releases
Yep, early career game can be a harsh on hard setings, but it is doable with part unlock costs enabled. Additional chalange, you have to choose which exact part to unlock from certain tech tree node, you don't need to unlock them all at one. Only unlock those that you need for next mission and have to create craft with minimum costs to do the job, so you can get most profit from some contracts. -
[1.9.x] RCS Build Aid Continued - New Dependencies
kcs123 replied to linuxgurugamer's topic in KSP1 Mod Releases
Then you most probably missing new deependencies. From OP: The new version for KSP 1.4.1 has new dependencies New Dependencies Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
kcs123 replied to bac9's topic in KSP1 Mod Development
Nope. This one is obsolete. However, forked version works with KSP 1.7.x: -
That is a bit off topic for APP thread. Better to ask for help in FAR thread, but I think that new propelers need extra config info for FAR, same or similar as other wing surfaces. Without that I don't think that it work properly. I'm not experct when comes to FAR code, so, can't help with that, sorry. There was some attempts to make those working if you read posts in FAR thread:
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Don't know how much those configs are up to date for latest APP release, some of wing parts might not work. You can use MM patch in spoiler section to detect parts that are not compatible with FAR. You can create your own file with "*.cfg" extension and save it under KSP gamedata folder.
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That is because latest available on github is marked as "pre-release". CKAN only pick up latest anounced "stable" release.
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[1.9.x] RCS Build Aid Continued - New Dependencies
kcs123 replied to linuxgurugamer's topic in KSP1 Mod Releases
And KJRn. IR next too, but I'm not 100% sure about IR next. There was several changes for robotic parts between 1.7.x versions. Other mods that don't touch those parts should work fine. -
What craft parts you have used for ailerons ? Not all mods are compatible with FAR. While most of parts like fuselages and such are properly calculated trough voxelisation routine, wings and control surfaces require additioanal config files for FAR. FAR on it's own covers stock parts and maybe(I'm not sure) parts from some mods. Usually mod creator of craft parts also provide configs for FAR, but it is not always a case. For example, author of APP mod don't want to bother with FAR configs, so other users wrote patches for that mod.
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For quite a lot of other people English is not native language, but don't hestiate to write on english, it is official forum language and more you use it, more you will learn. It is very positive side-effect to improve other foreign language skills. More you use it, less you would need to use translators.
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That could be culprit. IIRC, FAR already do the same thing, it stops movement of control surfaces in vacuum. So, you wil not need that one along with FAR. Another issue may be that FAR rename control surface modules, so if that mod is created for stock only then it is very highly chance that it would do nothing when FAR is installed. Although, GUI related exceptions is something that I didn't ever noticed with FAR, it may be something totaly new issue.
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Don't bother with older versions of KSP. Anyone that use KSP 1.7.x also use latest available 1.7.3. Previous versions of KJRn work just fine where is no need for DLC support. It is nice support backward compatibility, but it will burden your limited free time and it would bloat the code with obsolete stuff for latest KSP version. It will be more confusing when you need to revise code after several months of hiatus.
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Then you most probably don't have latest version of Kerbal Foundries. Latest one is available to download only manualy from github because it is marked as pre-release and CKAN skip pre-release versions of any mod.
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Have you checked date of that post ? It is way obsolete even if you are able to download it.
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Gooogle is your best friend here. There is Keptin's old but still good thread about creating planes in KSP. It apply to FAR usage too. Spoiler act as air break when turned on. It deflect upwards and deflect airflow up, while flaps deflect downwards and can be set for 3 different angles. For initial climbing while craft does not have enough velocity yet, for taking off or landing.
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
kcs123 replied to Dunbaratu's topic in KSP1 Mod Releases
He did, but ended up inside your qoute. Happens often when people use smartphones in forum.- 1,364 replies
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It is hard to see from picture, but I think that you have forgot to wait for couple of seconds on runway before taking off.
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