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Everything posted by DrScarlett
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discussion Discussion - Community Category Kit
DrScarlett replied to RoverDude's topic in KSP1 Mods Discussions
Thank you, @RoverDude, for maintaining this and the latest update. Thanks a lot! -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
DrScarlett replied to JPLRepo's topic in KSP1 Mod Releases
Waiting for CRP - makes sense. Thank you for the heads-up. Meanwhile my manual installation is running fine. -
Hi JLPRepo, I really love AmpYear - thank you very much!! My question is following. I am an user of KSPI-E and I love it, it is the reason for my most recent affair with KSP. But their EC resources(I guess mainly the alternative MegaJoule resource) do not show up in AmpYear, leaving me with a red battery all the time. Using MJ effectively kills the AmpYear EC overview it seems. Or maybe I am doing something wrong... Though I think I understand why @FreeThinker came up with MegaJoules, I am not suggesting every EC mod developer aligns with this approach - I can also imagine why that would not be preferable for you. However, would there not be some easy way to support KSPI-E in AmpYear, something that does not require any structural changes? Like, maybe, just converting MJ to regular EC for AmpYear purposes (since MJ is always tapped before RC is, that might be an option)? Or something similar that make this energy show up in AmpYear? Just a hopeful suggestion, Dr. Scarlett
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
DrScarlett replied to JPLRepo's topic in KSP1 Mod Releases
Hi JPLRepo, I alerted the guys at CKAN in their thread. -
[1.1.2][CKAN] Civilian Populations Revived
DrScarlett replied to GGumby's topic in KSP1 Mod Releases
Any chance of this mod being re-revived? Any interest out there? It is the closest I can find to what I am looking for in colonization! EDIT: Sorry i misread Murdabenne's message. I thought his remark about being rewritten referred to the previous revival and that the work he was referring to was the state the last (or better previous to last) author left it in. Apologies. Very happy it is alive! -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
DrScarlett replied to JPLRepo's topic in KSP1 Mod Releases
I have also my button missing outside VAB. Resources aren't being consumed by Kerbals.. Also installing via CKAN. -
Hi DMagic, first off, thanks for your nice mods!! Now for the inevitable question. I have a weird experience with the BTDT sensor. It shows me anomalies at range, names them when I close in. But am I not supposed to get a pic of the anomaly when I get really close? When i do that, the instrument panel blanks out. I see the regular instrument readings when I turn the BTDT off, and it goes blank again when I turn it back on. Any idea what is going on? Am I not close enough, maybe? Thanks for any light you can shine on this, Dr. Scarlett EDIT: I see back in the thread it can have something to do with my DX11 vs OpenGl settings. How can I check/change these?
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
DrScarlett replied to TriggerAu's topic in KSP1 Mod Releases
Excellent, thank you! -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
DrScarlett replied to TriggerAu's topic in KSP1 Mod Releases
Hi TriggerAu, I have been experiencing a crash which I suspect is related to Kerbal Alarm Clock. Can you check out this forum support request thread that I posted? Regards, Dr. Scarlett -
Chrash memory acccess violation
DrScarlett replied to DrScarlett's topic in KSP1 Technical Support (PC, modded installs)
After some investigation it looks like it was only happening when I switched to the vessel using the jump to function of Kerbal Alarm clock. I will hop over that forum and notify TriggerAu. EDIT: turns out to be a known issue that is being fixed. You can put this on 'answered'. -
Dear support, I experienced a crash when loading a vessel orbiting Minmus. it started when i was doing science and moving data around with "Science Relay" mod - since then the crash happens when i load the vessel, even on an older save. I can play the game but I can no longer load the orbiting Minmus lab. Also i do not know how to reproduce the error, and I am afraid i will break another vessel if I try. I am running a whole slew of other mods. Normally if I can tell that a problem is mod related I can talk to the devs on the respective forum, but with this one I have no idea what caused it. Attached is a link to a zipped version of the crash dump folder. Apparently it is some kind of memory exception error, making a call outside the allowed memory range. Can anyone help me out and use the information in there to get a clue on the source of my problem? Thanks in advance!
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My wish list, or - do these exist?
DrScarlett replied to DrScarlett's topic in KSP1 Mods Discussions
Thanks again for the tips, DStaal, I am really enjoying Nertea's NF stuff. Once I saw it is all inherently CTT compatible (cuz Nertea makes that as well), I had no more misgivings about trying it. It is looking like loads of fun! -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
DrScarlett replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi Linuxgurugamer, Do you know if there is any way to keep long heavy payload from wobbling inside one of the KW Fairings? -
My wish list, or - do these exist?
DrScarlett replied to DrScarlett's topic in KSP1 Mods Discussions
I agree with that. I think I will only do AmpYear and stick with scaling my batteries for a while longer -
My wish list, or - do these exist?
DrScarlett replied to DrScarlett's topic in KSP1 Mods Discussions
Surface mounted lights is exactly what i was looking for I like to concentration of batteries in NF Electrical. Do you know what they change in the EC behavior? Ampyear looks great, and works together with all my mods Lots of dependencies though, B9 parts switch, REPOsoft tech agencies... -
My wish list, or - do these exist?
DrScarlett replied to DrScarlett's topic in KSP1 Mods Discussions
Thank you! -
KSP Interstellar Extended Continued Development Thread
DrScarlett replied to FreeThinker's topic in KSP1 Mod Development
Thanks! -
Hi guys, I am wondering if the following mods exist (in working fashion for 1.2, preferably), thanks in advance for any answers! Parts pack for a space elevator Parts pack with different lights (looking mainly for cosmetic enhancement) Parts pack with better (bigger) rover wheels Parts pack with caterpillar tracks Parts pack with bigger, better, different electrical storage (batteries) Mod that gives more details on energy intake and power consumption
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KSP Interstellar Extended Continued Development Thread
DrScarlett replied to FreeThinker's topic in KSP1 Mod Development
Hi FreeThinker, Nertea's CTT 3.0.1 is now available for me in CKAN. Is it OK to install it from there, no issues because it is already included in KSPI_E? -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
DrScarlett replied to Waz's topic in KSP1 Mod Releases
Excellent! *thumbs up* -
KSP Interstellar Extended Continued Development Thread
DrScarlett replied to FreeThinker's topic in KSP1 Mod Development
Thank you very much!! -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
DrScarlett replied to Waz's topic in KSP1 Mod Releases
Ahhhh I get it. Thank you. CKAN tells me to remove scatterer and EVE before installing SVE, but allows me to keep my existing Distant Objects. Will I end up with a double install of DOE? -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
DrScarlett replied to Waz's topic in KSP1 Mod Releases
Hi Waz, I was wondering what is the difference (or the similarity) between EVE and SVE? They look sort of the same to me, at first glance when I read the descriptions, and I don't know if I should use them both. Could you enlighten me a bit, if it is not too much trouble? Also it looks like CKAN doesn't allow me to install both. Greetz, Dr. Scarlett