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gamerscircle

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Everything posted by gamerscircle

  1. Thanks for the help @taniwha , since I didn't know what I was doing. It was that I was using raw recruits and once I put some kerbals with some experience in there, things started to work.
  2. Sorry to sidebust in this thread, I finally got my Mun Base to the point where I have the resources to start using EPL. It would turn out, that I was using some out of date documentation, but now I think almost there: Resources - Check Pioneer Module - Very very soon. Kerbal with stakes and a mallet - Check Workshop - ?? Oh, yes - I am using the combo of UKS and EPL and I have a test setup on the runway that has a Pioneer Module, PSU [just so that I have power] a Workshop Module [not sure if I need this] and filled storage containers with both Material Kits and Specialized Parts. I have an kerbal in each module and I have a kerbal that setup 3 stakes, I get the UI for the EPL, I select the craft [very simple thing], I see the menu that shows what I am going need, in which I use the slider and remove the mono to zero, click build and accelerate time.. and I see no progress. What am I missing?
  3. HI everyone - I just passed my 5th anniversary of playing KSP and the fun just doesn't stop. When I first started to play KSP, I learned about the different launch options and stuck with the -force-d3d11 -popupwindow VS -force-opengl -popupwindow , because I wasn't running that many mods and the d3d screen shots looked so much better. I have a career where I am pushing 70 mods and I opt'd to try the -force-opengl option and saw a significant change in memory available; however When KSP on my main monitor, when I move the mouse over to the 2nd monitor and click, there will be a quick flicker on the KSP monitor. I don't get that when I use the -force-d3d11 option and was curious if someone might have a suggestion? if I use the -force-opengl -popupwindow with dual monitors and mouse over to the 2nd monitor [where KSP is not], there is a flicker. [like a really really really fast alt+tab] If I use the -force-d3d11 -popupwindow with dual monitors and mouse over to the 2nd monitor [where KSP is not], no flicker happens Thank you
  4. Having a PC with two monitors, when I use the OpenGL switch and mouse over change the focus to the non-KSP monitor, the game will flicker pjust once] and it will also flicker when I click on on the KSP monitor [again, changing the focus] ; however when I use the Direct3D switch, I dont get this response. Did I perhaps miss something or is there a KSP setting that I should check that is causing this flicker?
  5. Okay.. thanks, I will just wait.. I thought perhaps something on my end broke, appreciate the heads up.
  6. I do apologize if this has already been spoken to, but I just launched CKAN and there was 4 updates to my current KSP game, Texture Replace, Contract Config and a couple of others. All of them had github locations, they downloaded, but I didn't see an Install progress. Perhaps It went too fast or something is broke on my end? Thank you for the support
  7. I didn't know there was a separate forum for the MKS and I should have stated that I do have Kerbals in the Processor', PDU' etc. I guess, the next part will be to locate the deposits that I can and establish the logistics. As for life support, I don't understand how it can impact me now since I haven't installed it? Is there an invisible timer started somewhere? [I JUST POSTED THIS IN THE CORRECT FORUM, So... how do I delete my own post?]
  8. Thanks for the reply - this was the 2nd Karibou that I transported this way and the only difference was the Kerbal in the seat. I did swap the transparency back and forth and that didn't seem to help. I don't think I "need" RPM, so I will remove it and check it out. Again thank you.
  9. I am not sure how to go about this, but I think I came across a "bug" with the karibou. Having a kerbal in the Cockpit of the karibou and attempting a time warp, turns the game into a slide show. When I transfer the kerbal out of the karibou into the command pod and did a timewarp, the game went back to normal, put the Kerbal back in the karibou cockpit and it was lag. I don't know if this is a known issue, but I thought I would pass it along. If there is anything else that is needed, let me know how I can help.
  10. Is the signal indicator green when launching? When when the rocket stops, what color is it? I am not an expert at all and this might be an obvious question, do you have an omni directional antenna?
  11. I have most likely an stupid question, I saw this: http://imgur.com/a/24yeB Which I think, is showing how I can take some of my currently drifting satellites and using VOID reduce thier drift.. for kind of ever? Is this true? and they don't have to be in a synchronous orbit, just circular?
  12. Let me ask this: With this mod, if I have a fairly balanced craft, on the Mun, would I be able to use TCA to help with sky crane deployments? If so, I am not sure what settings I would want to check and adjust to tweak and adjust, besides 'hover' as I get close to where I want to start the placement. Any help would be appreciated, thank.
  13. This is a fun Mod, thank you very much for your time and dedication. I was curious about two thing, I see in the "adv" options, that I can change the key bind, but the "P" doesn't seem to be sticking. The "guide lines' are these be toggled?
  14. Hi there - I down loaded was on CKAN and saw that there was a beta and then downloaded it and copied over what was in my install folder. I used the CKAN had had issues; however the beta doesn't seem to work? No active engines? Also, can I change the "bind" key, the "Y" key is also NavHud. I would like to use this mod to get some help with hovering and attempting other things in KSP. thank you for the support. edit: Okay... odd, I reloaded KSP and now I got it to work with the latest best. Now, I just have to figure out what I am doing. thanks again.
  15. "Them" as in the unknown planets? I was making an assumption that having a very powerful space telescope, would help you locate "them" a little easier? Or, do I not fully understand this mod? My install of the mod was in mid career, but have only been to the Mun and Minus, I have not traveled outside of that. However; I can see [via map] Eve and Duna and Jool. Again, I was assuming that with a telescope, I might get a contract from TST to locate them?
  16. That is a smashing idea, I didn't think about using TarsierSpaceTech to help "locate" them as part of the research? Sorry, I am very late to this part and I just installed this mod.
  17. I am guessing that this question has already been asked and answered and I do apologize. If I am a little ways into a career and have only been to the Mun and Minmus, can I still install this mod?
  18. I think I read though everything and might have missed something. The first time I used this mod [okay, the previous one] the sound / volume was.. well 'loud' is that adjustable? Or do I still have to lower the engine volume in the game?
  19. I am a lousy pilot/astronaut, okay.. I said it! This is why I like mods that help me enjoy the game and prolong my addiction, err.. umm passion? Anyway, I read though all the posts on this and I do have MJ installed, but I also have the mod called, "mechjeb and engineer for all' , which I think 'integrated' the parts , so you don't have to attach the parts. Does GT see that or do I have to attach the MJ part for the integration? Again, if this was covered, sorry that I missed it. If both MJ and GT are installed, just set GT to what you want and they [MJ and GT] will work like a well oil machine?
  20. The Return of RemoteTech Noob PT. 2 I all, I caught the thread where folks were talking about the bug with RT and the Science Labs [unable to transmit science] and that there was a modified .dll , when I downloaded, tested and it works! So, why the forum post? I am glad that someone asked, my 'hand held aka very forgiving' version of RT, I have the ability to manipulate the probes that are not connected, with this new .dll, it changes that. So, I can either not be able to send science from the labs and be able to re-task probes that are 'not talking' or the reverse, is there something that I might be able to do, so that I can have both? Oh, if this was already talked about and covered, sorry - I just started using RT about 2 weeks ago.
  21. This does work , yes! I can now transmit science from the science lab, but I cannot manipulate the probes that I lost connection with [yes, I am running a very forgiving version of RT] and was curious what I can change in a .cfg file or that can be updated in the new .dll?
  22. Okay, I honestly thought I was doing something wrong or was missing something. Thanks for the input.
  23. I thought I would follow up with an image, just in case the mod was installed incorrectly or something? Thanks again for the support. https://drive.google.com/file/d/0B8bgPP0DpwZecjNXUU9zVGtJMHc/view?usp=sharing
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