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Everything posted by KocLobster
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I did not realize this was possible. Anytime I've ever tried this, it flicks over to the red circle with a line through it, and then immediately flicks back to the green arrow. I have always experienced this with all versions of MKS and USI-LS that I've used. What have I done wrong to cause this? I have always been unable to stop a kerbals from eating the supplies. The only workarounds I know are putting the supplies in KIS containers, or sending the ship with an empty supply storage, and have an additional Probe sent along with it to its destination, and then transferring over the supplies when I actually need to use my kerbals. This never felt right to me, but I assumed it was intended. After reading that on the front page, obviously i screwed something up. How can I fix this, and what additional information should I provide to make it easier to help me? I'm using Win7 64bit, and KSP 1.1.2 64bit. Both USI mods are the most up to date; UKS .40.2.1 and USI-LS .4.2.1 (although i experienced this back in .33.9 too). Thanks for your help.
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- usi
- life support
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
KocLobster replied to Snark's topic in KSP1 Mod Releases
This mod just keeps getting more fantastic. -
I had the same problem. This mod didn't do anything for me but make everything waaay to dark. And now uninstalling it makes Kerbin look funny, so I'm stuck with this dead weight.
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
KocLobster replied to TriggerAu's topic in KSP1 Mod Releases
Wow that tool looks awesome I can't believe I've never seen it before or heard of it. Thanks for the link. -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
KocLobster replied to FreeThinker's topic in KSP1 Mod Releases
I really like this addition, thank you.- 1,187 replies
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- fuel switching
- mesh switching
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Scott Manley's greatest Kerbal Space Program series
KocLobster replied to KerbalCorgi's topic in KSP1 Discussion
I would argue that his KSP 1.0 beginners career mode tutorial (~35 videos?) is his most important series because of how wide of a reach it spans to help and teach new people how to play the game. It was amazingly helpful for me, and was how I really learned how to play the game. I really like everything he does, but I think that takes the cake because of how helpful it is. Everything else he does is very entertaining and cool, but doesnt teach to the extent the career mode tutorials do. Go Scott Manley. -
Reinstalling this mod returns Kerbin back to normal. I definitely feel this mod is the cause of the problem...too bad nobody is able/willing to help.
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Rolled down a hill, BOOM
KocLobster replied to Loren Pechtel's topic in KSP1 Gameplay Questions and Tutorials
That's one of my favorite spots too! -
[1.10.0] S.A.V.E - automatic backup system - 1.10.0-3173
KocLobster replied to Nereid's topic in KSP1 Mod Releases
Hell yes! Thank you @Nereid. I was starting to worry this would never be updated. -
Kerbin now looks like this after uninstalling PlanetShine: http://imgur.com/VXxo7kq Win7 64bit, KSP 1.1.2 64bit, PS 0.2.5 What just happened? It only seems to be Kerbin, not all celestial bodies. I have no idea why this is the case. Is there anything else I can add to make assisting me any easier? I uninstalled because I think something was wrong with my installation. This mod looks beautiful, but in game everything seemed quite dark, much more than usual. I never saw any of the effects shown on the first page of this thread. My ships were so dark when not in direct sunlight they were almost impossible to see.
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
KocLobster replied to FreeThinker's topic in KSP1 Mod Releases
+1 .version file is incorrectly marked as 2.0.1 Not a big deal though people, the mod itself is clearly 2.0.2. It's just a simple omission.- 1,187 replies
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- fuel switching
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
KocLobster replied to bac9's topic in KSP1 Mod Releases
No, I guess not. Sounds good, appreciate your hard work.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
KocLobster replied to bac9's topic in KSP1 Mod Releases
Do you mean like additional suggestions or things I feel are missing? If so, I wanted to clarify that fuel tanks and FuelTanksPlus was just an example. I had hoped for basically exactly what you mentioned, displaying the dry mass/total mass/part cost would be great. Also, (again, like what IFS does and I used to see) showing the mass of all the different resources would also be very helpful. Like units of resources and their related masses. All of this information could maybe go above everything else? In my install, this would be directly above the Scale slider (TweakScale). So maybe for example: Again, I totally understand if you choose not to implement this. I realize that this information is kind of redundant because it can all be viewed through other means. I can only speak for myself when I say that I would find it quite helpful to be able to see all of this information in one spot when right-clicking, and that I miss this functionality that I lost when most of my mods switched from using IFS as their main resource/mesh/texture switching mod. All of this information I use for every vessel I end up creating.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
KocLobster replied to bac9's topic in KSP1 Mod Releases
@blowfish Can I request a small addition to the PartSwitcher mod? All of my mods used to use IFS (or Firespitter) mainly, like FTP, but now most of them use B9 (most of them use all, but prioritize B9s use if it is available first). I think this is great and actually like B9 a lot better; I think it looks a lot cleaner and I like the slider functions. However, right-clicking parts no longer displays the dry mass of fuel tanks, as an example. I guess I can still determine this information with the middle mouse button (scroll wheel), but I always play on my laptop, and sometimes I don't have my mouse with me so I can't do this with my trackpad. Would you be willing to implement this feature as an optional display, maybe? I don't have a lot of technical knowledge with the coding behind KSP mods, so I apologize if this actually belongs in the FTP mod thread, but I believe this functionality comes from the part mesh switcher thing mod (used to be IFS and it did display the dry mass this way), so I figured this mod is the one to ask this from. It'd be really helpful to be able to easily see this information for when I can't mouse3 click, and because I'm just used to being able to see it by right clicking anyways. Thanks for your time and an awesome mod.- 4,460 replies
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Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Squad's upper management is probably never going to allow enough time for that to ever happen. Don't let them know it's you; I'd expect you'd be banned. Better yet, maybe find something more constructive? All those emails will likely just get auto-deleted as spam before they even are noticed by someone and cause annoyance. -
[1.10.x] EasyBoard v1.10 : Board key works as a toggle
KocLobster replied to Dizor's topic in KSP1 Mod Releases
I can imagine Might make me forget too.- 114 replies
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- board
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[old thread] Trajectories : atmospheric predictions
KocLobster replied to Youen's topic in KSP1 Mod Releases
Me too. And not only that, but it makes it much more difficult to debug anything else or even use the log with such a massive amount of the log being those NRE's. It takes up a lot of space and makes it hard to find what you're looking for in the log. @Youen Since you already know the problem and have already created a fix, would you consider making it available for the people that would want it, like me? I understand if you don't want to make it a full release and update the thread like you previously mentioned, but making it an option on github would be great. Unfortunately, as it is now, I have uninstalled the mod until the NRE's are fixed. -
Mun base self-destructs
KocLobster replied to michal.don's topic in KSP1 Gameplay Questions and Tutorials
I'd advise against docking (maybe). Maybe it's just me, but docking produces extreme phantom forces too, so much so that I have to use hyperedit to counteract it and not lose my ship to Kerbol escape. Other people have reported this problem but I can't find a bug report anywhere. Your base looks fantastic by the way. My guess is it's the landing struts, definitely. It's a known bug unfortunately, and I'm not sure what you can do (other than wait forever for the next hotfix which may or may not (prob not) fix these collision bugs). Use an engineer and disassemble all the struts? -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Welcome to the new and improved 1.1 -
[1.10.x] EasyBoard v1.10 : Board key works as a toggle
KocLobster replied to Dizor's topic in KSP1 Mod Releases
This sounds awesome, I hate how difficult the timing can be on trying to board, especially if you don't have the luxury of a ladder. Will try this when I get home; I can't believe nobody thought of this before.- 114 replies
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You may want to dampen your expectations just a little. In 1.1.x, Rover wheels are basically broken (according to everyone on the forums). I haven't bothered trying them because I don't enjoy making rover's unless I have to, but that's the general consensus.
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One of the reasons this game is so awesome is because of the answer to this question: you can do whatever sounds the most fun to you! Preference, preference, preference. It'll be up to you to de ide what sounds the most enjoyable. You can even choose to do all three of those things essentia at the same time if you want, although it sounds like you don't dedicate a whole lot of time to KSP, so maybe start with one? Normally what I do after my first Mun or Minmus landing is more Minmus and Mun landings. I generally try to do all the science experiments I have on the majority of the biomes for both of those moons. Somewhere during that time, I generally send up a fairly simple space station with a lab and two of my highest level scientists, and let them generate science for me while I do other things. Once I've done these things, and claimed the thousands of Science available to me by doing that, I typically start sending unmanned probes to other planets when their transfer windows open up. Again, it's totally up to you though, and whatever sounds the most enjoyable to you.