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Everything posted by gamerscircle
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[1.12] Extraplanetary Launchpads v6.99.3
gamerscircle replied to taniwha's topic in KSP1 Mod Releases
Yep, after I read what I wrote, I can see that there wasn't much to go on. The "numbers" as in how much of which resource you have and how must you need do not fit correctly into the supplied dialog boxes. It would seem that they are static and if the number is too box, it will wrap and that makes it hard to see. http://imgur.com/8ebbZMf -
[1.12] Extraplanetary Launchpads v6.99.3
gamerscircle replied to taniwha's topic in KSP1 Mod Releases
Firstly - Thank you for this mod. I have been using it during my KSP career [which runs along side a historical career as well] and being able to guild and use 'stuff' remotely vs having to launch a rocket to get to where I am is really really fun. My question is that I have been using the mod with MKS and I am curious if perhaps there is a file that I am missing , as the SHOW UI interface doesn't seem to be able to correctly display the numbers. Is there something that I can do or is this a known issue? -
Hi all - I am curious what I might have not done as the hist. missions / contracts are no longer appearing. With the recent update to the mod , I did get the batch of MIR [which by the way was really cool and fun] , but I haven't seen anything past Soyuz TM-18 Is there trigger that might need to occur or perhaps a contract that I didn't complete or something? How can I check and how can I kickstart this again? btw - ; The mod/contract hasn't been detecting the docking, transferring of crew and durations spent in space.
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[1.2.2] Contract Pack: Historical Progression (v1.5 - 4/24/2017)
gamerscircle replied to pap1723's topic in KSP1 Mod Releases
Hi all - I am curious what I might have not done as the hist. missions / contracts are no longer appearing. With the recent update to the mod , I did get the batch of MIR [which by the way was really cool and fun] , but I haven't seen anything past Soyuz TM-18 Is there trigger that might need to occur or perhaps a contract that I didn't complete or something? How can I check and how can I kickstart this again? btw - ; The mod/contract hasn't been detecting the docking, transferring of crew and durations spent in space. edit: I didn't it again, wrong forum. [sigh]- 161 replies
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- career
- contract configurator
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Actually - I found the problem. Since I am a streamer [or a wanna be one] I use a program called Synergy and it would seem that there is now a conflict as I can stop the service and then the SHIFT works just fine. Now, I just have to find how to fix it. EDIT: as a work around, I can restart the Synergy service and this works until I reboot the gaming pc.
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Thanks for the reply @DaMachinator The ALT + Scroll is just like using the mouse wheel Yes, I can MMB and drag and wow that is so slow. When I first started to play KSP 1.0.4 , I have always been able to use the "SHIFT" key + Scroll , didn't loose the functionality until Win10. So, I am thinking someone knows something?
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I am sure that this is something in Win10 and I just don't know about it. I just upgraded to Win10, so far I am liking the OS, KSP runs, I can seem to play my game just fine. [Modded or Unmodded] however; When I am in the editor [vanilla or modded] , it would seem that the "Shift" key isn't being acknowledged and I am unable to zoom in or out with the mouse wheel in either the SPH or the VAB.
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To be clear, I can bring up the 'rename' dialog, I am enter in the name and even click on the icon to change the 'type' , but when I click accept. The dialog doesn't go away. If I click cancel, the dialog does go away and if I check, the craft has been renamed. Does anyone know which mods might be conflicting?
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I got a question - I have been using the mod since 1.1 and so far, taking the trip down the historical lane has been fun and educational. Thank you for that. I just updated to the latest version , I do understand that some contracts were changed and updated, but perhaps I am updating the mod incorrectly as I am getting repeats and in fact, the Apollo' were out of order. thank you for the mod.
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[1.2.2] Contract Pack: Historical Progression (v1.5 - 4/24/2017)
gamerscircle replied to pap1723's topic in KSP1 Mod Releases
You are absolutely correct, my mistake. Sorry about that and thanks for pointing that out @pap1723- 161 replies
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- career
- contract configurator
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[1.2.2] Contract Pack: Historical Progression (v1.5 - 4/24/2017)
gamerscircle replied to pap1723's topic in KSP1 Mod Releases
I got a question - I have been using the mod since 1.1 and so far, taking the trip down the historical lane has been fun and educational. Thank you for that. I just updated to the latest version , I do understand that some contracts were changed and updated, but perhaps I am updating the mod incorrectly as I am getting repeats and in fact, the Apollo' were out of order. thank you for the mod.- 161 replies
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- career
- contract configurator
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[1.12] Extraplanetary Launchpads v6.99.3
gamerscircle replied to taniwha's topic in KSP1 Mod Releases
Is it by design that the craft is created 'dry'? Also, if there are KIS container that are filled in the editor, that doesn't come across either? I am asking, as I am attempting a 2 rocket launch to Duna and just want to make sure that I send enough supplies with the crew. -
Is there a known issue of a work around for when you cannot get a node for a mid course correct? I only seem to have this issue with Interstellar flights. I have tried to go to the Space Center and back and I still cannot create a node. I have also tried to create one past the APO , but still no avail.
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Is there a known issue of a work around for when you cannot get a node for a mid course correct? I only seem to have this issue with Interstellar flights. I have tried to go to the Space Center and back and I still cannot create a node. I have also tried to create one past the APO , but still no avail.
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[1.2.1] SimpleConstruction - Stock rocket building v3.3
gamerscircle replied to MatterBeam's topic in KSP1 Mod Releases
I have returned as I have done some testing. Putting the Construction Port on the side of anything, just doesn't work because of the orientation, unless you do some magic placement in the editor. Putting the CP on top of something, will work, but if this is a "rocket" or something that clips, will cause a problem. In fact, if you use clamps and they are not correctly positioned , they will clip and cause problems. So, with my limited understanding of KSP and Engineering. I took some girders and struts and extended the CP away from anything and this appeared to work. It does present a problem when it comes to trying to land something on say.. Duna [yes, I am attempting to do a remote colonization using SC] and risk snapping the extension. Looking for suggestions.. I will send screenshot of what I made, as a bare minimum remote startup. -
[1.2.1] SimpleConstruction - Stock rocket building v3.3
gamerscircle replied to MatterBeam's topic in KSP1 Mod Releases
OH oh.. so, so the direction that the Construction Port really matter? Adding Launch Clamps and then "release" from EPL and then stage normally? if I understand that.. this can work. -
[1.2.1] SimpleConstruction - Stock rocket building v3.3
gamerscircle replied to MatterBeam's topic in KSP1 Mod Releases
Hi there - me again. Please bare with me, as I am more of a player/gamer vs the modder. I am assuming that I have the SC mod working. Meaning that 1.) If RMB click on the construction port and get the ShowGUI 2.) if I have the correct amount of Rocket Parts 3.) If I have an qualified Engineer 4.) If I click on build 5.) I get what I wanted... That means that I got this MOD to work? Basically? I do understand that the position / orientation of the construction port does matter on what you are trying to do. With that said, can I use the EPL Survey Stakes? I ask this, because I tried and the CP only saw itself. Any suggestiond on if I am trying to have a smaller structure [using the SC mod] to make larger structures remotely? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
gamerscircle replied to cybutek's topic in KSP1 Mod Releases
I got it all.. the part worked, what I completely forget was the level 3 tracking station. -
May ask what Rasterpropmonitor will offer to this mod? I thought that these were a series of IVA? Is this so that you can operate the arm via iva?
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[1.2.1] SimpleConstruction - Stock rocket building v3.3
gamerscircle replied to MatterBeam's topic in KSP1 Mod Releases
Perhaps it was a little wordy, but don't have to put back what i removed from the SC mod as well? -
[1.2.1] SimpleConstruction - Stock rocket building v3.3
gamerscircle replied to MatterBeam's topic in KSP1 Mod Releases
@goldenpsp Thank you for chiming in on this. So, it sounds like in this case that EPL can't be used by the two mods simultaneously ? As @MatterBeam adviced, I removed the epl.dll from the SC mod and the setting.cfg file. Since I have setup a warehouse/distro operation on the Mun using MKS. Rather than going to drastic route and just removing the MKS mod and taking the losses on the Mun. You think that I can replace the files mentioned above and remove a certain MSK file. Allowed EPL to now see the SC resources and not the MKS ones? Yet still maintaining the mun operation, minus the EPL ability for right now? Poking around in \..GameData\UmbraSpaceIndustries\UKS there are EL_USI.cfg and a MKS_EL.cfg files. These?