Jump to content

gamerscircle

Members
  • Posts

    829
  • Joined

  • Last visited

Everything posted by gamerscircle

  1. I just installed the latest [Based on KSP AVC which directed me to the curse page, the problem of the fuel tanks/resources not staying locked is still taking place.
  2. Just to be clear... what did the update do for 1.1.3? Since all the parts [minus the telescope] are not part of 1.1
  3. So, no parts, [because it is now part of 1.1[ , but an update to the CamSat? The readme talks about a telescope?
  4. I just posted a possible KPB / KAS bug and not sure whom to share it with, but will also raise some awareness and see if this helps or not?
  5. If this is already documented, I apologize ahead of time. I think I found as possible KAS bug? I have tested with this the flex tubes that come with both MKS and KPB , they will connect and show the "tubes", but when you scene change away and then come back. The 'tubes' are gone, but the game/KAS still think that that they are linked? Also, I am not able to transfer crew from structure to structure. http://imgur.com/q5xV58X edit: Last minute information. When I use the MKS tubes, they work by which I mean I can transfer crew. Again, I am not sure where to start on this.
  6. Firstly! Thank you for the help and support. Part of my KSP 1.1.2 / 1.1.3 career stalled because of this, but that is the nature of the beast? I did read a couple of tutorials and was going to attempt it, but I just didn't want to mess anything up. Also, I had had just a little more time in a day, I think I would be able to apply myself. Trying to stream and work.. well.. time! thanks again.
  7. Sorry I wasn't clear, yes - if I lock a fuel tank i the editor and then go to the launch pad, that tank is no longer locked.
  8. I used this mod in 1.0.4 / 1.0.5 - but stopped as I was new and didn't know about what I shouldn't do in KSP when it comes to parts. Anyway, this mod had an assortment of engines, but two that stood out was a radial mount LFO and MONO which looked the same, except the colors. [orange and blue] I know that it is a long shot, just curious.
  9. I did go back to a previous version of IFS and the tanks are not staying locked.
  10. Is there a GitHub for dummies? I mean, I am not a "dummie', just that git is new to me, but I can follow directions and EPL was/is part of my career an would like to be able to continue it, if possible. Thanks,
  11. Are wheels borked in 1.1.3? I spent a good chunk of time attempting to drive on the mun with the wheels from and wasn't able to really go forward, back, etc. I tried disabled, adjusting features and just couldn't make any progress. I had a probe core to control from.. Edit: does the flex tubing utilize the KAS mechanic?
  12. Sure, I hope this help. One image of the tanks, "locked" in the VAB. I then clicked "save" and then "launch" , no longer locked. http://imgur.com/a/nOQ69
  13. I have IFS 2.0.9 and I was curios, as I am not 100% sure if this is a 1.1.3 or a IFS bug. When I 'lock' a fuel tank, it doesn't stay locked when going from VAB to Launch.
  14. Thanks for the thread and support. I haven't tried this mod since 1.0.4, updated the kopernicus and was able to see the planet textures did change; however if I am not getting new textures from the "map" view or clouds around kerbin, etc. Suggestion? Edit: I am a little closer, I updated the plugin for Texture Replacer and got the planet textures / visors etc, but no scatter, clouds etc. Edit 2: Am I doing something wrong? The plumes on some of the rockets look 8bit is resolution, I deleted smoke.dds, smoke_spites_dense. dds and smoke_sprites_med.dds to get them looking like normal.
  15. Thanks, I took a chance to see what would happen and it worked. I just have to figure out how to deal with the deadzone
  16. Can I ask a question without seeming like a wank or just rude? I am slowing taking my KSP career over to 1.1.3 and was curious if this mod will have any problems? I spent about 3 weeks attempting to get my joystick to work and this was like butter on the toast. I am out of touch with the terminology and such,, but I think I need to adjust the deadzone? Can that be done as well, as I feel as I have some 'slop'? Anyway again thanks, any pointers or advice on the deadzone would be greatly appreciated.
  17. I am sure that it is mod related, will just wait until more mods are updated, I am pretty happy with my 1.1.2 build right now.
  18. I am curious, I can enter the building, but when I go into the tracking station, I see all of my "flights", can click on them, but not able to use either the Recover, Terminate or Fly buttons. If I put a craft on the launch pad / runway , i can use the map view and swap between crafts. I suspect that this is is only me?
  19. If I load in the same craft file into 1.1.3, save it , all will be good?
  20. I went through each mod that I was running in 1.1.2 and installed the 1.1.3 version and I was able to load in my save everything looked good until I got to my Mun Base Launch Pad and saw this. http://imgur.com/Hk5nIy1 When I scene changed to the location, the structures reared up like a horse and then eased back down.
  21. Yes, but I am sure that your wire is directly connected to steam.. [/exit joke mode]
  22. Okay... comment out something or just use that default profile?
  23. I would like to try out this mod, can it be added to a career that has already been started? I also just want to try out a couple the features and get used to it. Can I just have Malfunctions and Signals enabled without the others?
×
×
  • Create New...