PortableGoogle
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Everything posted by PortableGoogle
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
PortableGoogle replied to SpaceTiger's topic in KSP1 Mod Releases
I'm having trouble using this mod, the button on the toolbar is almost never there. Only seen it a couple times and it doesn't seem to auto collect anything. Can it send more than one copy to more than 1 pod? like it would trigger it to collect again for a second pod sort of thing. Also is it possible to have it auto collect and send the data back home till it is worthless then keep one copy in the pod? Or even just to be able to base the sci threshold on sending sci for use on probes and just to get some sci as you go in case bad things happen and that pod is never going home lol. -
Are all the stock mk2 and mk3 tanks and adapters compatible? Would this work with procedural fuel tanks? Does it work with all the resources in the community resource pack? For example could I use it to put whatever nuke fuel in procedural tanks (or even resources in procedural tanks too) and use mk2 and mk3 tanks to transport different resources to and from a USI base? Thanks
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[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
PortableGoogle replied to DMagic's topic in KSP1 Mod Releases
Darn, I was hoping it was just a bug and not something like that lol. Thanks. -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
PortableGoogle replied to DMagic's topic in KSP1 Mod Releases
I'm still on 1.1 waiting for all my mods to update, so sorry if this was fixed or is a known issue as I didn't see it. I don't have the buttons to accept and deny contracts while in the VAB. This is actually where i want to use it most so I can easily see if i can squeeze another contract into my payload or not and accept it before launch since some contracts require a new ship to be launched. -
I actually do not have steam on auto update and run it outside of steam. Both show up as contract types i can disable in another mod, i forget what it is called but lets you disable contract types. They show up on avc as well, space tux and unmanned showed up green and rover said it was for 1.0.5 instead of 1.1
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I would suggest an actual change in the format of the delta v map. You could cut off the bottom part with kerbin and put it on the right side with a longer line leading to the rest of the original map. And that scaling down could make reading it without scrolling hard for some people. On the thread about how to add to the KSPedia, someone had done it that way but then could not read it, I suspect he monitor was lower res. It looks like on my monitor (2560 by 1600) the image does not scale so that is something to think about with that method.
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thanks, time to get this rocket up and go to bed lol
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do i just put that file in my gamedata folder? and awesome on it scrolling. Gonna work on learning this tomorrow and maybe see about helping contribute to a community KSpedia update or whatever you want to call it.
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Looks like you are working on the same thing I was gonna try and do lol. @DMagic can the screen be made taller? I see in game there is a scroll bar and something like the delta v map would look better taking up the whole screen and being able to scroll. In the Panel’s Rect Transform Component Window set the Width to 2048 and the Height to 1536 I figure that line, the Height is where it would be changed, but will the game accept it?
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Hey Dmagic, was adding those pages into KSPedia hard? Could you point me towards the code that adds stuff, i tried looking on github but not sure where to start. Don't really know what I'm doing but I want to try adding cheat sheets for vanilla and multiple mods. The things i end up having to exit the game to go look at like delta v maps, resource scanner altitudes, life support/resource flow charts. I'm hoping it is not something hard as it looks like it just displays image files of some sort. Any help would be appreciated and I'll pass on to the devs on the delta v map that I asked to look at adding it.
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still ends up getting blocked way before it would break, so i just took off the front and put a battery and my own lights, might not look as good but it functions lol
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I'm not sure if i'm doing something wrong, but I put together a simple rover but the front two wheels break with just like 4 wheel stress so it breaks if i drive off the runway or down the ramp on the launch pad. It is only the front wheels, if I turn it around and drive off backwards the back wheels didn't break hitting over 11 stress. And I don't think they are actually broken, it says the wheel is block and then the wheel starts to fall a little threw the ground even if i use vessel mover to move it. I tried putting two back chassis but then the back wheels get blocked easily. Update: I took off the front with the lights and put a battery on and now it seems like a dune buggy. seems like the wheel is clipping with that front part somehow sorry last update i used the move tool to center the front wheels, still get blocked as low as 2 stress. so i used the move tool to move the front wheels down and it no longer gets blocked.
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
PortableGoogle replied to FreeThinker's topic in KSP1 Mod Releases
Just an FYI, you can set steam to only update the game when you run it, you will see it say "Update required" next to the game and be in blue. Normally you can't play a game on steam until it is updated, but ksp does not use steam's annoying drm so you can actually launch the game from the exe or the launcher directly. I have so many mods I do this simply so the steam overlay is not running and steam itself is not running freeing up more cpu for ksp I was actually about to update to 1.1.1 for the bug fixes but I think I'm gonna wait to see if that caused your problem lol.- 1,187 replies
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- fuel switching
- mesh switching
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Cool, I hope they made it pretty easy because it could be really amazing to have all the info you need for all the mods you have installed right in the game. Simple things like a flowchart for life support mod and things like that would make the game a lot smoother for people as they learn new mods. But this delta V map seems like it should be in vanilla, though I guess vanilla doesn't have a way of knowing how much delta v you have on rocket does it lol. Anyway thanks for all the work everyone has done on these maps over time, they have always been huge help so I'm not just stabbing in the dark.
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how hard would it be to add these to the kerbalpedia thing in game? I noticed scansat added its own thing and for the most part I mainly find myself leaving the game to look up delta v maps.
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
PortableGoogle replied to FreeThinker's topic in KSP1 Mod Releases
I didn't think about balancing like that, I guess cause even with tons of mods I was mainly wanting the ability to switch to liquid fuel only on mk2 and mk3 stock parts lol. I guess I'm used to putting constraints on myself like not using tweakscale to resize something above the largest size I have unlocked.- 1,187 replies
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- fuel switching
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What would you think about adding interstellar fuel switch modules to the stock mk3 parts baked into this mod? I know you have added one tank, but it would be great if all the others were just switchable as well. I have no idea myself how to do it but I'd be willing to try and learn it if it was something you would like to add but don't have time yourself.
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
PortableGoogle replied to FreeThinker's topic in KSP1 Mod Releases
It is because the mod does not have baked in support for stock parts. Mod parts have to specify to use it. I'd love to see support for stock parts get baked in since I can't really see a situation where someone would want IFS and not want it for stock parts.- 1,187 replies
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So the sunflower light, in order to have the option to turn it on i had to control the "vessel". I noticed cause it said there was a base on the mun, when i clicked fly it turned out to be the sunflower i had put down and now i had to the option to turn it on.
- 706 replies
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[1.9-1.10] Throttle Controlled Avionics
PortableGoogle replied to allista's topic in KSP1 Mod Releases
When it says the RCS is automatic, does that mean you don't have to enable TCA for it to work? I want to use only the RCS balancing for rockets. Thanks -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
PortableGoogle replied to RoverDude's topic in KSP1 Mod Releases
I haven't tried the engines yet as I am not there, but I did notice the thrust on them says .1, not sure if that is intentional or maybe why they are not working for you -
I was thinking the same thing lol
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Hi RoveDude, so I'm planning to start some bases using MKS lite with the ultimate goal to switch over to the non lite version eventually, just don't want to overwhelm myself with first bases, EPL, USI life support, KIS and KAS all first time lol. I saw it said when you switch over that the mks lite stuff will stop working. Is it simply that I can no longer build it or will I have to be ready to launch missions to switch all the bases?
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