zoaz123
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KSP2 Release Notes
Everything posted by zoaz123
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just manually installed animated decouplers. gonna try again when my game loads in about 30 minutes
- 2,260 replies
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- launch pad
- saturn
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ill have to check in ckan. if it didnt ill manually install it
- 2,260 replies
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- launch pad
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i dont know if this has been asked before theres alot for me to read through the pages. how do i set clamps to fall back by staging? i currently use the soyuz pad and clamps but i couldnt figure it out for it or the general launch pad parts
- 2,260 replies
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- launch pad
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
zoaz123 replied to Paul Kingtiger's topic in KSP1 Mod Releases
dont know if this has been asked already but is there any way to fix the combatibility issues between this mod and universal storage 2? right now if i run one of the science modules on U.S.2 through xscience i cant retrive the science because it says the science module is full, but if i do it by just clicking it works just fine. i posted this in the xscience thread but just wanted to reach out here as well- 1,553 replies
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- kis
- universal storage
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dont know if this has been asked already but is there any way to fix the combatibility issues between this mod and universal storage 2? right now if i run one of the science modules on U.S.2 through xscience i cant retrive the science because it says the science module is full, but if i do it by just clicking it works just fine.
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[1.8.x] ScrapYard - The Common Part Inventory 2.0 (07/12/2019)
zoaz123 replied to severedsolo's topic in KSP1 Mod Releases
in lamens terms how does this integrate with KCT? should i be doing KCT recoveries or normal to get the parts listed so they reduce my build time? -
does this work in 1.8.1? i dont see any dependencies so i would assume so?
- 84 replies
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- mod
- experience
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[1.8.x, 1.9.x, 1.10.x, 1.11.x, 1.12.x] KW Rocketry Rebalanced
zoaz123 replied to linuxgurugamer's topic in KSP1 Mod Releases
so im assuming as long as i have the dependencies up to date this should work for 1.8.1? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
zoaz123 replied to K.Yeon's topic in KSP1 Mod Releases
by commented out do you mean you just took out that file or do you mean something else? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
zoaz123 replied to K.Yeon's topic in KSP1 Mod Releases
so i want this in 1.8 but im not as savy as most of the people here. can someone explain to me in lamens terms what i need to do for this to work in 1.8? -
so i have 2 questions. can i change the build times after i selected a config on first run (the one i chose is a tad too long for me) my 2nd is: can you put parts from a recovered vessel in your "inventory" without the whole vehicle? i notice when i recover something if i recover it to one of the builders its only what i returned and i have to remake everything in the editor or if i normal recover it just disappears. is there a way to just store the individual parts instead of a whole recovered vessel?
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
zoaz123 replied to blowfish's topic in KSP1 Mod Releases
is there anyway to make this work in the latest ksp version? this was one of my all time mods when i played early last year and i was curious if there is a way to make it work with an up to date game- 640 replies
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- spaceplane
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[1.1.0] Flight Manager for Reusable Stages (FMRS x1.1.0 [Experimental])
zoaz123 replied to SIT89's topic in KSP1 Mod Releases
can soemone please make a small guide on how to install all these community patches to make this work with 1.2 -
[1.1.0] Flight Manager for Reusable Stages (FMRS x1.1.0 [Experimental])
zoaz123 replied to SIT89's topic in KSP1 Mod Releases
can anyone tell me if these unofficial changes work in the current version of the game? -
[1.1.0] Flight Manager for Reusable Stages (FMRS x1.1.0 [Experimental])
zoaz123 replied to SIT89's topic in KSP1 Mod Releases
this is for 1.2 correct? -
[1.1.0] Flight Manager for Reusable Stages (FMRS x1.1.0 [Experimental])
zoaz123 replied to SIT89's topic in KSP1 Mod Releases
I really hope this gets a 1.2 update. i really want it in my game -
@passinglurker i thought about inline ballutes but i was looking at something more like the stock inflatable heatshield but bigger and with the ability to close
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so ive been looking all over for a mod that adds deploy-able heat shields to spaceplanes but have not been able to find one, so hopefully putting it up here some genius can make one. Note: i know how to safely re enter spaceplanes so dont go there, im asking for a cinematic reason
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I can't seem to get comm stations for remote tech to work. i can't seem to add this or use seti to add stations. can you walk me through how to add them or how to add your cfg for stations?
- 2,488 replies
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- launchsites
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Ok, so i have been having an issue lately that i never had before i took about a 4 month break from the game. Everytime i revert back to any part of the game (wether it be launch or vehicle assembly) i get a solid black screen with nothing but my navball and all vectors pointing up. i back out and my ship is gone. i back out and reload the save and i can't do anything. the only way to fix it is to quit out of the game completely and restarting it. i tried to force run Direct X 11 and OpenGL but i can't modify that through the target method mentioned in this post: http://forum.kerbalspaceprogram.com/index.php?/topic/120387-some-relief-for-memory-outage-crashes/ Windows 10 64-bit Amd FX(tm)-8320 eight-core processor 3.50 GHz 16.0 Gb ram Nvidia Geforce 960 video card My mod list: http://prntscr.com/9ulx5w My mod list in their compressed freshly downloaded view: http://prntscr.com/9ulxm0 I can't tell if the game itself is running in 64 bit but I'm 97% sure that it is. Any help would be really appreciated, i really want to play but a constant cycle of stopping and starting after every crashed ship just makes the game completely unenjoyable. and i have no error log because it doesn't technically crash the game and i checked my files for a crash log but nothing so i have no clue. But again thank you in advance!