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Everything posted by gamerscircle
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Hi me again - I started a new game - with the options Enable Kerbal Experience Kerbal Level Up Immediately Both disabled, I mainly am doing the above, as I have a mod that is a little more realistic , however - Not even using the MOD yet, the kerbals are all 5 star and some haven't even done anything. If I want them to gain XP through a mod, How should the setting be set? Is there a way to change the settings once a game has been started and can I reset the kerbals back to zero?
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Me again - I started a new game - and the options Enable Kerbal Experience Kerbal Level Up Immediately I disabled them both, they started off with no stars and now they are 5 star. I haven't even trained them yet. I am under the impression that the mod(s) give me a more realistic approach to have them go to "school" and get trained. Which will take time and resources, is that correct?
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Oh.. no apology needed, I have been playing and modding KSP for a few years, but just recently started to look at the patches and attempted to mold my game a little differently. I have patches that are intended for my game in their own folder, vs just dropping them into GameData folder, would the root of the GameData be better? I am using Notepad++ So, you think perhaps since things have changed since 1.2.x , that some of the sounds might not be impacted?
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@StahnAileron I do have a couple of MM patches helping with my new game setup, so I know they work. However, this patch doesn't seem to be having any impact. Is there any particular place that this patch should be put?
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Yes... I was testing with Time Warp, thanks for letting me know.
- 1,034 replies
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- realism
- life support
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Hi there - This is going to be a dumb question, but how does work with TAC Life Support? I ask , as I put a text craft on the launch pad to watch another mod, I got the warning about their health, but no food was consumed and I realize that this might be a TAC thing, but this is a new mod to me and I thought I would ask here first.
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When you got a sec , @severedsolo - I was curious what was your inspiration and motivation for this mod? This is such a great mod and I have been enjoying it. Tired in with KCT, Kerbal R&D and the inventory of scrap yard, I can really tune rocket parts for the agency.
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KSP's Other Lauchsites
gamerscircle replied to gamerscircle's topic in KSP1 Gameplay Questions and Tutorials
Welp ... I will just have to incorporate a reasoning for the game that I am start. really appreciate everyone's input. -
KSP's Other Lauchsites
gamerscircle replied to gamerscircle's topic in KSP1 Gameplay Questions and Tutorials
They do?!?! Man! I was checking saves, checking settings ... To the best of anyones know how, there is no way to have the "site" and no antenna? -
KSP's Other Lauchsites
gamerscircle replied to gamerscircle's topic in KSP1 Gameplay Questions and Tutorials
The only thing that I was thinking it might be , is that the site have their own antenna? [can't see them though] -
KSP's Other Lauchsites
gamerscircle replied to gamerscircle's topic in KSP1 Gameplay Questions and Tutorials
This seems like a pretty basic question and I would think, that if I: 1.) Enable Comm Network 2.) Disabled the ground stations 3.) Allow other Lauchsites That when an unmanned craft flew over the dessert , that there would be no signal , but I am getting one. -
This setting that allows you to had them or not. If you allow them, but do not "Enable Comm Network" , these sites still have communication? Is there a way to turn on their communications? I am attempting to have a challenging career and only rely on KSC along with orbit or player created ground relays. thanks
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This might not make a whole lot of sense, I like this approach , so that Reaction Wheels get toned down, but can I omit the parts? I am trying to get the minimum amount of parts in my game. Thanks
- 173 replies
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- reaction wheels
- rotation
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
gamerscircle replied to severedsolo's topic in KSP1 Mod Releases
Thanks! It works.. I had to disable the contract mod, go into the game.. then re-enable it , change scene and now Tourism has money attached. Thank you again. -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
gamerscircle replied to severedsolo's topic in KSP1 Mod Releases
Since I am still a noob at the mm patches, I am looking at the Agents.cfg and I see name = Kerbal Space Tourism So, Yes! And I just take what you put above and create another .cfg file and should be good to go? If I have a current tourism contract, will it have bucks to offer or will I have to wait for a new one after the current one? -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
gamerscircle replied to severedsolo's topic in KSP1 Mod Releases
Again.. digging you mods.. In regards to Tourism, is this any Tourism contract pack or ??? I asked, as I have : ContractPack-Tourism_1.5.2 and the "kick off" one I just completed, there was no $$$ , just rep and science and the next one after that is not offering any $$$ either. -
I have just tried this out out and "COOL" .. I have a suggestion, is it possible that when you research something and it is called a MKIII, can the mouse hover reflect that?
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I have another noob question, now that I have this mod working [doing too much ksp .. ] , the volume levels.. can they be adjusted?
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Sorry to ask another question, I remember that smokescreen has settings for "particles' or something like , is that still a thing?