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Everything posted by gamerscircle
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HI! I need a little help ... Firstly! I love this mod! I really do... works great, let me and my fellow Spacerace Agency competitors, keep out own lines of communications, etc. I did notice a couple of weeks ago, that the game was "surging"... it was very very similar to when you launch KSP and the first menu kind of stops and then finishes coming forward. Anyway, I saved the "Save" off and pulled the mod.. the surge went away.. I restored them both and the surge came back. Can I get some advise one what I can do to perhaps reduce or eliminate this?
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Game surges .. not a stutter
gamerscircle replied to gamerscircle's topic in KSP1 Technical Support (PC, modded installs)
I will - I have a couple of other careers ... When you first start KSP, and the "Start Menu" pauses slightly and then finishes , that is the timing of the 'surge. -
Just curious... I have a lightly modded 1.4.5 [this also happens in a 1.4.3 version also] Mods: https://docs.google.com/spreadsheets/d/1Y8syByjFfi1jMa_GaPOmKumsGSLhKEGPJ588xCLwJp0/edit#gid=0 I noticed that when outside the editors, with a craft in space, that there is a "surge" ... taking place. The best way to describe it, it would be like when I time warp, the craft will slow to a stop.. then warp like normal.. and keep repeating it. Unlike a stutter that is like little micro stops Just asking , no I haven't tried with a vanilla version.. never hurts to ask. appreciate it.
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
gamerscircle replied to JPLRepo's topic in KSP1 Mod Releases
AVC is working again.. I hadn't seen it catching updates in a while. I would like to ask what mod that peeps are using that create the O2, H20 , etc .. I have some experience with MIKS, just curious what other peeps are using? -
Since a couple of anchor mods that I use were updated for 1.4.5, GC2 works great now.. thank you again for making remote base building a tad easier .. What is next a Life Support system? [ j/k ]
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
gamerscircle replied to JPLRepo's topic in KSP1 Mod Releases
I read on the 1st page that TAC doesn't support growing of food. Does TAC support creating O2 , water , etc? If not, I have been using MKS in another modded game play, do they work well with one another? Thanks, -
I am running 1.4.3 of KSP [because of mods] GC 2.0.1 with the latest version of AT_Util and Containers installed.. I get no GC Icon on KSP screen and there is no GC category in the editors. When I attempt to load a vessel into a DIY , I get this.
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Hi there... Me again, turns out that I was using 1.2.1 and saw that there was a 2.0.1 and after removing the old GC and installing the new GC, I wasn't able to get a GC Window. I then just replaced the 1.2.1 and copied 2.0.1 over it and I got the GC Window, but I wasn't able to put a vessel in a kit. What am I doing wrong..
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I wanted to say thanks again for this mod. Being able to have a PBEM [Play by Email ] KSP is a lot of fun, the struggles of communication in early to mid career. Now, I know that I can go to any active craft and change the channel, but can a Kerbal? I mean, you know.. can a Kerbal rendezvous with something and eva to it and change the channel?
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I should have mentioned that, yes.. I am using the MKS Hab and LS
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Hi all, Would someone mind helping me out with a patch file? I know that the mod was changed to stop allowing the stock ISRUs from smelting, but that feature for early base setup was a reason I picked this mod. Now the smelting option was removed, but someone was kind enough to tell me what to add to a file so that the ISRUs would smelt again and I can't seem to locate that message. Now that I have my KSP base building career back in swing , I would like to get that ability back , if possible. Thanks again.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
gamerscircle replied to Paul Kingtiger's topic in KSP1 Mod Releases
I have a question, if I have been using UNI Storage I and want to start using UNI Storage II , are the mods interchangeable? Meaning, if I add the new one and remove the old one.. will the crafts with the UNI Storage I parts get deleted? -
Hi all!! - Say, I have read the description, I have read some posts [there are a lot btw] and I think this is going to work for something that I am doing and was just curious if there might be any issues. I have a KSP Space Race thing going on between myself and another ksp streamer. GamersCircle Space Agency vs CommanderQ From what I gather, we can have our own rely and direct communication networks? This will work in a pre-existing save? Well, I installed and I think.. this is what I am looking for to keep the two agencies separate! yes! The " StockRemoteTechAntennas " folder, is this needed or just for RemoteTech?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
Okay.. that is an idea. , never did anything like that before. Check for the ship name in both the 1.3.1 and the 1.4.3 and see where the seperators are and make the changes on the 1.4.3 file? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
To be clear - I have had a self-sustaining colonization save since Sept of 2016, the MKS structures on been on the surface of the Mun, Minmus and Duna were all setup/configured in the SPH/VAB - launched and deployed in specific configurations [ExoticMinerals, Gypsum, RareMetals, Silicates, etc] based on ScanSat and local scans. Am I having to send a kerbal to each drill site on each planet with SpecializedParts & MaterialKits to re-configure them all? https://i.imgur.com/2oMpA3z.jpg That is a lot of work to do and before I set out to do this, I would like to know why I am having to do this and should I plan ahead for this again? Regards, GamersCircle -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
I see where they are talking about the drills in the editors .. The drills that were in my 1.3.1 save, were already on the MUN and DUNA , so I didn't see a solution? Unless I need to retract and then redeploy them? EDIT: I thought I was reading too much into it and did try to retract and re-deploy and that didn't work. I do know that a drill along with an engineer can reconfig, but that is lots of drills. Unless I didn't read back far enough? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
I have been out of the loop on my 1.3.1 career , as I was waiting for a chance to get to the latest version. Now, since my career is using Kopernicus , I wasn't able to start with the latest 1.4.4, but I was able to get all the mods to load with no errors and the career to load with no errors. [yeah, I know nice.. story, but what does this have to do MKS] My career has been using MKS for a little over a year and it would seem that I missed something? When I visited the drills, [the automated ones] they are no longer set to what they should be , but instead they are now set to dirt. Can I get a little advise please? Thanks, GamersCircle -
Hey all - I am new to the new, enjoying it , but I need a little help understanding and perhaps a setting change? I have no made any changes to any setting and was wondering is there anything that I can do, to only hear and be taken out of warp if there is new science to collect based upon the science that I can collect with the current craft?
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
gamerscircle replied to RoverDude's topic in KSP1 Mod Releases
Hey all, me again.. So, I have successfully created a warp craft and it will warp with no explosions, etc. Please bare with me as I attempt to explain my KSP career and I promise, I will get to a question. 1.) I have a stock KSP setup; however I am using GPP as a secondary and I have little Role Playing going on where someone has discoverer something before our known. Part of the 'exploration' is that the kerbals are slowly moving out of Kerbin and setting up self sustaining bases on they move further and further out. 2.) To assist with the burden of LS and Habitation, we are using conventional rocket technology to place FTL beacons, then from that point. We use FTL to get from "A" to "B" ,etc. We have some pretty solid communications from Kerbin all the way into Jool. [just exploring Jool now] 3.) I think I am going to come across an issue when we attempt to go out beyond eeloo, Even If I can get an unmanned craft to warp out to GPP, I think we will loose comms, so do I use the Warp Drive to setup a beacon for setting up comm relays between Kerbin system and GPP or does anyone have any other suggestions?- 1,694 replies
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I think.. that might have been it, also the KIT and the Skycrane has the same name and that might have been also causing an issue? As soon as I broke it down and get the mat kits from it, I didn't have a problem with the construction. Sorry for my untested post.
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Okay.. I have been using Ground Construction for a while now.. and for the most part, it works .. well, until I do something wrong. .:) Today.. I got a message that I never got before and I am doing my GC process the same as usual. 1.) I land a DYI 2.) Dettach the skycrane 3.) Go to a module [usually an MKS one] 4.) Open the construction window 5.) Deploy [what is expand.. etc..] 6.) Then construct it [warping to the end of the job] 7.) Xfer any resource that I might need. 8.) Then I Launch... This time, when I attempt to do a launch, I get ,. "Cannot launch from a packed construction kit"
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[1.4.2] ForScience! v1.5.2 - Your science autopilot.
gamerscircle replied to WaveFunctionP's topic in KSP1 Mod Releases
First! I enjoy this mod, but I think.. something broke it in my game? No toolbar icon means you have no containers on board - does this mean that unmanned probes cannot utilize the mod? -
ExceptionDetector 1.1 [KSP ANY VERSION]
gamerscircle replied to godarklight's topic in KSP1 Mod Releases
Hi all - Will this mod help me find mod conflicts? Not sure I am wording that correctly - but in my current KSP, every now and then, when I put a craft on the pad, there will be no communication , when there should be. When I do a AFT+F2 and look the log, there is lots of red wording with excretion errors all over the place. [no really] I have attempted to read through it, but I can't seem to see a mod called out and was hoping that this mod [or another mod] would point the finger? Thank you.