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Wragie

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Everything posted by Wragie

  1. Well the answer turned out to be a wee bit annoying. Evidently a bios update (HP Z workstation) flipped the switch on the FN key in the bios. It took me a bit to track down as the FN option is hidden but as soon as I reset it all is back to normal. Thanks for your help!
  2. I first noticed this with mods then deleted fresh download and still am experiencing the same. After launch I no longer have any escape menu. So I can't do my usual revert to fix something save and try again. I am assuming this is a bug and not a setting that isn't allowing the menus? TNX!
  3. I get the impression you never suffered at doing tech support? Never wanted to scream JUST RTFM! at the user? Never banged you head on your desktop in frustration? Never had to be medicated? Or was that just me??? Btw looks like fantastic mod can't wait to try it out!
  4. Just curious if anyone is seeing module manager errors using this? I am using it on a 1.61 RSS setup and I get a error notification when loading. Funny thing is it appears to work just fine.
  5. Yup the menu glitch. I even tried to get a screen capture to show it but for some reason all that showed was a bare desktop image. If I install it again I will try to get a image. After the cfg edit it worked once then the next day reappeared when I start up ksp again. I am not 100% sure but it seemed like the menus were not as bad after the edit. They are like someone randomly hit space or tab a few times. This affected only mod menus such as the mechjeb pull down or any of its sub menus when smartass is pulled up and used. All I had to do is remove only octo and restart twice to fix it. Whats really annoying is how big a booster I need now to launch equivalent stock part based probes and landers lol. W
  6. New day back to the old issue. Definitely repeatable issue. I wonder what graphics it is depending on that is missing etc? As I mentioned really bare bones install using zero graphics just parts and the RSS mod.
  7. Hi Gordon I reinstalled and did the cfg edit as suggested. So far that seems to avoid the menu issue.
  8. Reinstalled and will see what happens, will let you know. And yup that is exactly why I thought was weird as other than the core mods for RSS have just used part mods. ## Nope upon re-install I get the same glitched out text in the pop ups. Removing Octo fixes it.
  9. Has any one experienced weird graphics glitches with the Octosat continued (inst via Ckan). A few hours ago I had a strange menu text glitch occur in my 1.61 RO/RSS install. All of the menus in the flight/game windows were scrambled or missing letters or had large spaces. Totally unusable. Unfortunately it was fixed by removing Octosat which is up there with my fav mods. I enjoy doing small sats (call me weird lol). I am wondering if it is solely a Octosat prob or was something it was dependent on. I wouldn't mind helping with this mod update if needed. I like/used it that much. W
  10. Has any one run across this before? I fired up ksp went to my save, everything was fine until I hit the pad. At that point all the text in the menus is scrambled or disjointed. Not sure how to describe this. It is almost like someone went through and hit the space bar in between each letter or changed some out. Needless to say my bus load of Kerbals didn't launch today. No money mining.... I am just checking to see if I can figure out what mods might have updated on me and caused this but once I had RSS working/stable I didn't add any graphics stuff just added parts through CKAN. Would be nice if there was a install log from CKAN. If anyone has any ideas would love to know. W
  11. Is there a MoarDv install guide for dummies? Dealing with flu and brain is already MELTING LOL Thanks W
  12. I have been trying to get RSS working on KSP 1.61 for a few days now. Have tried both manual and CKAN install over a fresh KSP download. The only error I keep getting is "this version of Kopernicus is not compatible". The version is the latest "Kopernicus-1.7.1-5 for 1.61" No idea what to try next. Everything is checked for being the latest version and I have followed any instructions. I am just going to play with the opengl force settings and see if it is something as weird as that but otherwise not a clue what to try, I had this running on 1.31 and with graphics cranked it happily worked. If you have any suggestions or ideas or need info from me PLEASE let me know. TNX!!
  13. I do have switcher but it has only ever shown KSC/KSP. Guess I best dig into that then and see if I can work through it. Thanks for the direction!
  14. Thanks I should have got a email notice from the other thread oh well. Ok I do have switcher and its non functional. I wonder if thats the root of things. Thanks again!
  15. Are you working on a mod to add in additional launch sites or have a good idea how to make them switch? I had thought there was one for earlier versions 1.2xx but not 1.45. I found a cfg file with all the launch site specs but have zero idea how to make that work. It would have been nice to use some of the better placed sites around the world to launch from. Guyana would have been fantastic for all of those equatorial contracts. Whats really been fun is KSC is in Flordia and Woomera is is in Japan but the misnamed "desert" airfield is now 700m underwater so I have been searching for a few days trying to figure this one out lol If you have some hints or help would appreciate it! Wragie
  16. Does anyone know of a mod that adds in additional real world launch locations when using the RO/RSS mods? I have been looking but the best I have found is something that is called Launchpads.cfg which sounds right and lists all the places but I have zero idea how to actually make that work. Instructions were a wee bit thin (none) even after drinking multiple cups of coffee. In my install of RO/RSS the additional 2 launch sites are useless unless you can swim. The desert site is now 700 meters under water for example. I would love to have Guiana, Vandenburg and a few others as launch options. I keep getting sucked into accepting contracts that want 0° incidence which is kinda hard to do in the early 50's game time lol. Those take a wee bit of go juice to achieve and the early engines don't have terribly good isps. I know this has to be here but I can't find it. Thanks! W
  17. Once u have mañual just get a lander can and attach a small container to side. Fill that up with things to screw onto sides of can. Move to launch pad/runway go eva and practice. And either print manual or have it on your phone or tablet etc so you can reference it in game. Y u can just tab out to desktop to look but i have problems with game after i return when i do that.
  18. Ok someone tell me what the go,f club does? I just thought it was always game fluff and never once used or equiped it lol
  19. Ah Doc you needed to aim your feather light veehickle at Kerbin and miss... some would say that means orbiting lol Correct me if I am wrong but I think you just delayed the standard launch pad explosion to when you came back (aka sub-orbital) lol. Actually if you had a few dv at most should be easy to change the perigee at the apogee.
  20. Getting into Mun orbit without aerobraking is easy. You just need to just scrape the surface "slightly" without exploding...and slow down...how hard can it be? Going back a few posts every kilo of payload makes a difference.if you do more than one experiment thats just more dead weight to lift. Glad to see it isnt turning out to be a calkwalk to do this. I am still stuck at 2kg over the limit. If i trim off the weight usually fuel It crashes and burns for me, if i leave it in i have tons of dv left in orbit.
  21. This was meant to be a fun challenge. Thats why the 1000kg AUW was only real rule. So if it is easy how do we make it harder to accomplish? Personally I would love to find a good cubesat mod and have that required using only real world parts or at least realistic ones. The idea being if you could get it to work in RSS maybe just maybe that could be a basis for someone to build and get into the cubesat launch biz. Hey stranger things have happened! Like when it rains fish....
  22. The payload is the key. I went with one of the Pioneer clones by BlueDog like Tyler had. 13kg has built in antenna, power, control wheel, and antennas. Mine came out at 1002kgs. I had scaled down fins and reaction wheels so could have just made the weight and Kerbin orbit. What I was thinking of using was one of those CubeSat mods or the Octosat. I think those Cubesats are much lighter. Its funny when your final stage has a cup of fuel yet has far more DV that the first which probably weighed in around 700kg on mine.
  23. Sorry about the late response. No Krash installed. I found I could crash and explode all by myself and didn't need to install KRASH lol Did check to make sure it wasn't installed.
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