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ManuxKerb

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Everything posted by ManuxKerb

  1. Hi nightingale Thanks for the update :-) I can wait thats not that much of a problem. Also was i think would be a good feat. if we could deactivate all stock contracts so we only get the contracts of the packs we installed... Thanks
  2. Hi When i install the mod, i get not asked when i start a new game wich tech tree i want to use. Why ? What tech tree is then used ? (The Seti one, the CT or the stock one ?) I want to use it with SETI-tech tree and the historic Mission pack. Thanks for getting me on the right track.
  3. Hi nightinggale, Thanks for the update. I can't find the option/button for switching the installed contract packs(my request from earlier). How do i do it ? Thanks
  4. Hi Im looking for a the best (most developed/ riped ) tech tree mod with this specs 1. starts unmmaned 2. Supports KSP 1.04 3. Supports lots of mods like SpaceX and so on I want to play it with the Historic missions Pack. Normaly i would use ADIOS but it seems dead. Thanks!
  5. Hi Whitcat, This is just awsesome'! For KSP 1.04 im planning to do a full playthrough with your missions. What other contract packs would you recommend to use with your pack ? Or is it intendet to be played solo. Does it kill the stock contracts ? (I think it should! as they would interfere quite badly) The same goes for mods. What mods would you recommend to use for the best play experience ? Are thre required mods (like cacteye 2 for Hubble and so on ?)What tech tree would you recommend ? Does your tree generate enought science for using it solo or do i have to launche other non-mission-missions for science ? I like to play realisticly but also with fun and beyond the space travel we know can come up with. My idea of playing would be: Using the Seti Tech tree to start unmanned, then play your missions (start with V2 etc), after your missions go beyond that, first with comercial spaceflight like tourism (like in stock, deliver to sub orbit and station) then onward with the first Orion/mars missions (there is also a rover mission planned for 2016 and 2020 to mars). And after that try to colonise mars maybe (like mars one or the Zubrin concept). Also im plaing OPM and i wonder if it would be possible to make some missions for them, maybe like the mars missions. OK to condense all of this i guess im asking: - Will you include some tourism like it is planned from Virgin galagtic or so ? - Will you include the future nasa missions to mars and other planets, and earth science satelites/ asteriod ? - Will you include rough concept missions like Mars one colony etc ? - Also would you be willing to build onto the Mars colony missions and make some for the OPM mod ? to colonize farther out ? Thank you for this !
  6. Hi I know that, but as JeeF stated indirectly he is using the 64 bit version. As there is no offial 64 bit version for windows, he must be using the linux or mac version. And they work fine. So if he has problems he should elaborate. Hope this made my comment clearer.
  7. Hi This mod is perfect for KSP! Exactly what i wanted it to be in the first place when i started playng it. It should be likte that that you get more enginnering expirince with part tests etc and then envolve and can build new things.... Ok so here are a couple of things: 1. Could you include my science mod ? -> http://forum.kerbalspaceprogram.com/threads/120094-1-02-Mkerb-Inc-Science-Instruments-%28New-models-wanted%29%29 2. I would be willing to help write configs or what ever is needed to get some mods i like into the tree. (Tarsir Space telescopes for example.) So if you want help i just pm me with you skype handle and we can talk :-) Also i have a question: Does it deactivate all the stock contracts, otherwise this would be a bit pointless. Thanks for this great mod!
  8. Hi I can happy report that RealChute does work without issue on the 64 bit linux version. I guess mac version will also work. So if you have 64 bit it should work. Can you elabrate on the issue ? Thanks
  9. Hi I got the same behaviour as you too. This is definitely a bug. I suspect it happens if you rotate the landertrons in any direction. Even just a touch. If you just attach them and dont do anything like Offset or rotate they worked in my (very quick test). Did you also rotate/offseted them ?
  10. Hi noonespecial, i could help with part configs and a bit in unity. See my pm for details :-) Thanks ManuxKerb
  11. Hi nightingale, I just had an additional idea for the contract restriction, make it so that the player can on the fly add contract packs. So basicly first i want to play the historic missions when they are done i want to play tourism (in the same save). So it should be possible to add another pack later and remove the other one.
  12. Hi FIRST: YOU ARE AMAZING! I love this pack! Could you please distribute your package as a zip file ? If i download your folder from Dropox i get basicly two folders, on in lowercase and one mixed, The Mixedon is filled with empy folders etc. I'nt know if the paths are correct then and so on. Please zip your pack and upload the zip file. Thanks
  13. Hi Very glad you like the idea :-) Of couse i meant the: Historic Missions . Dammn typos. I would be happy with a Menu button in the space center who lets you click "ok" or whatever to the contrackt packs you want to appear. This could be made with blizzys toolsbar so we can easy hide it after configuration :-) Thanks!
  14. Hi First i want to tank you for that mod. It really helps to bild rockets who are real rockets. However after i build a really big rocket, and revert to the VAB, the following things happen: 1. View is max zoomed out (so no honouring of the settings file!) 2. The camera is all sloppy and really hard to control, to the point that you can not work on your rocket at all. All is very sluggish. 3. The stageing list does not move with the rocket as you sroll up (does this in stock totally fine) (this also happens before revert in the "normal" vab) The only way to fix this for me is to kill the game and restart, then the Camera in the VAB works fine. But after a revert this happens. And the problem gets bigger as bigger the rocket gets. Thanks for looking into this!
  15. Hi Im using KW with 1.02 and i want to report that the Griffon Century Engine does not shut down when you trotthe to zero percent. How can this be fixed ? Thanks
  16. Hi nightingale, I love contract configurator and also the super cool and diverse/different contracts. Now this leads to the problem that I have multiple saves and for exaple i try to play the tourism contracts on one save and on the other the seti contracts. So i would like to get only the seti contracts in the seti save. And also only the tourism ones in my tourism save. However this is not possible with both packs installled at the same time. So here is my request: Could you make an ingame, per save, choice dialog what contracts packs should appear ? All ohters would be installed but not shown ingame. () EDIT: I know that there are mods like rejector and so on, but the contract modders do not seem to name their creations correctly so i dont know what contract is it. It would be better to sort them with the folder names of contract configurator. EDIT 2: This would also be super useful for the historian contract pack. (just discovered) Thanks!
  17. Deploy Time: How long needs the chute to open up fully Semi : same but for not fully deployed state.
  18. Hi kenbob5588 No I made the mk3/mk2 parts and added some textures to other/old ones. :-) I'm working on a mk3 storage bay at the moment but i'm a beginner at modeling so it will take some time. Have fun with the parts :-)
  19. Hi Version 1.0 release. Now you can cuild SLS 70 with this pack and the recommended mods!
  20. Hi guys, Thanks for testing and playing my parts :-) Does anybody else see the same behaviour as Apollo ? Thanks!
  21. Hi I loaded a stock mu model file into blender with the ksp blender addon (lastest zip from github). I only want to reduce the y size of a part (mk3 mono prop) to like 20 and 50 percent of it (so make 2 new smaller parts). When i do that with the resize feature all looks good in blender. However ingame i encounter this error: - It seem like the collision mesh i shrinked correctly also the attach nodes are correctly replaced but the Texture part of the part is still bigger. In the picture on the right side is the "smaller part" on the left is the real mk3 monoprop tank. The clipping part is the new real size of the part. How can i make it smaller so it is smaller ingame ? Thanks for the help !
  22. Hi Apollo, Sorry that i cofused you. But i meant: Because you can only use the 32 bit version of KSP on windows it can only use 3,x gig of ram. This can lead to instability and crashes to the desktop. Thanks for the log :-)
  23. Hi Chris, Could you implement a config file option to cut the cute at a specific speed in the AIR. Like deploy on 20 km slow down from 900d/v and when you reach 500d/v cut chute ? This would be awesome for drouge chutes (so that they dont geht cut on a altitude but on speed!) Thanks for considering :-)
  24. Hi KillAshley, Unfortunatelly NH does change the layout of the system so much that Mkerb would show weird things in the Games of PPL who use stock or just not NH. For that reason the support is unofficial. You could write a science definition just for the NH mod. I would be happy to distribute both of it. So the player can then choose :-)
  25. Hi Apollo, That with the collision is maybe a point. Did you try the new parts with a new save and a new vessel ? Also KSP (1.02) does NOT suport 64 bit on Windows, that means it can only use 3,X Gigabiyte of RAM. So it could very well be that you are at your RAM limit. For the Ram Limitation of Windows KSP search the forums. I'm sure it has been discussed. Could you provide the KSP log? If it is a memory issue, it will be in there. Edit: Try to install Active Texture Mangement -> https://kerbalstuff.com/mod/418/Active%20Texture%20Management
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