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WhitestWizard
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KSP2 Release Notes
Everything posted by WhitestWizard
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I believe the author is aware, there is an issue open on Github for it.
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- iva
- rasterpropmonitor
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Vanilla install through github / CKAN shows this in MK1 Pod. upload photo link
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- iva
- rasterpropmonitor
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
WhitestWizard replied to Virindi's topic in KSP1 Mod Releases
Thank you.- 49 replies
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
WhitestWizard replied to nightingale's topic in KSP1 Mod Releases
Loving it pal, playing solely in IVA is there a way or a small edit I could make that might make the angle to target appear at the top of the screen while in IVA Probe control room. Or failing that, have the angle appear with the name/ lon / lan details in the pop up window. Cheers -
With a very casual 1835.7 hours and not landed on anything other than the Mun and Minmus, you might have guessed I am very easily distracted. Is there a simple way or small edit I can make to a cfg file to restrict part test contracts to a specific manufacture, for example the weapon systems installed through BD armoury mod? For hard mode, I would also like to change the science experiment on survey contracts to testing weapons as well. Cheers
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[1.3] Through the Eyes of a Kerbal (2.0.0.2, 2017/06/20)
WhitestWizard replied to Virindi's topic in KSP1 Mod Releases
Neggers, however with Hullcam VDS you can activate camera for a similiar effect.- 13 replies
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- first person
- eva
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[Minimum KSP version 1.11] Surface Mounted Lights v1.19
WhitestWizard replied to IgorZ's topic in KSP1 Mod Releases
All your lights are spot on pal, and appear to work as intended as do the B9 and Aviation lights. -
[Minimum KSP version 1.11] Surface Mounted Lights v1.19
WhitestWizard replied to IgorZ's topic in KSP1 Mod Releases
Of course, new sandbbox game and loaded stock craft on runway. Mod not installed: http://imgur.com/oSbJSpY Mod installed through CKAN: http://imgur.com/wLwrv9o -
[Minimum KSP version 1.11] Surface Mounted Lights v1.19
WhitestWizard replied to IgorZ's topic in KSP1 Mod Releases
Does anyone else find that the lights do not illuminate the surrounding area even though they appear to be turned on. Even after ensuring pixel light count it set to the max. Only tested on the lvl 1 runway so far in career. -
[1.8.x] In game notes / notepad / checklist v0.16 2019/10/23
WhitestWizard replied to agises's topic in KSP1 Mod Releases
http://imgur.com/OKDOA8i What would I correct, so the colours appear on the RPM screen? Managed to get the colour to work on the notepad, however in my bottom right RPM screen, its just colour tags? -
[1.8.x] In game notes / notepad / checklist v0.16 2019/10/23
WhitestWizard replied to agises's topic in KSP1 Mod Releases
Same as my 1.3 Any users know a simple fix to integrate with ASET? -
[1.8.x] CraftHistory - 2.2.1 - 18.10.2019
WhitestWizard replied to SpaceTiger's topic in KSP1 Mod Releases
What is the criteria for vessels being marked as incomplete! with a red background? Thank you -
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
WhitestWizard replied to blowfish's topic in KSP1 Mod Releases
Quick trivia question. I noticed in the IVA, there is a screen called Vessel Description (Vesc Desc) in the editor when I put i put text in the vessel description it does not appear in game. Is there some trick to this? As I recall having this functional a few versions ago.- 641 replies
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- spaceplane
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Thank you, recently installed that mod, but never used the observatory yet to spot that background image. Thank you
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
WhitestWizard replied to JPLRepo's topic in KSP1 Mod Releases
With research bodies it takes between 17 - 25 seconds to enter tracking station. Without Research bodies installed it takes always less than 5 seconds. I have nearly 200 mods through CKAN, but not those. I'll fire up logs in the AM. -
http://imgur.com/CovjwuY What have I done, to make the toolbar look like this?
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
WhitestWizard replied to Virindi's topic in KSP1 Mod Releases
Does anyone know what cfg to edit if possible that results in the screens turning off for loss of signal as they do when the EC runs out. Cheers- 49 replies
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
WhitestWizard replied to sirkut's topic in KSP1 Mod Releases
When I download Surface Sampler dll (DMagic) - Place into "MagicSmokeIndustries/Parts/Rework_Utility/Plugins" https://github.com/MagicSmokeIndustries/IR-Surface-Sampler/tree/master/GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins The native Windows 10 A/V flags it as a trojan and removes it. Not saying it is a trojan, just reporting what happens. -
[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
WhitestWizard replied to Virindi's topic in KSP1 Mod Releases
Cheers Pal, I saw that you had posted this before, but you had also mentioned some issues? So I had was going to wait patiently for @Virindi to return, as I was also hoping they had the ability to implement the new RPM features were the screens will go blank with the loss of comnet.- 49 replies
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
WhitestWizard replied to Virindi's topic in KSP1 Mod Releases
Look forward to using this in 1,3 once ready.- 49 replies
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
WhitestWizard replied to sirkut's topic in KSP1 Mod Releases
Not known pal, though youre not the only one. -
This is beautiful, I really look forward to see what you do next with this mod. Hopefully some clever people will write a story based contract pack around them maybe