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sal_vager

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Everything posted by sal_vager

  1. Hi jiggyb2, welcome to the community I hope you have a lot of fun here on the forums and in KSP, now go launch some rockets
  2. No wait, I meant that in a positive way, your posts are good but you'd reach a larger audience with a blog here, I think you'll get a lot of interest
  3. Lol , ever thought of starting a Blog here Dehzz?
  4. It's hard to be sure without seeing it in person but yes, the contents of Parts have to go in the parts folder, and the contents of Plugins have to go in the plugins folder, make the plugins folder if you have to. It sounds to me like you do actually have KSP_win\Parts\Parts\partname, which is not going to work, if you unzip most add-ons to the base KSP_win folder then they will usually automatically go in the right place, as the folder structure is commonly preserved by add-on makers to make installation easier.
  5. Have you checked that it doesn't say KSP_win\Parts\Parts\partname ? As this is easy to mess up. It should be KSP_win\Parts\partname And KSP_win\Plugins\plugin.dll
  6. Hi bloodargon, welcome to the community Recommended add-ons? Well my must have add-ons are Touhou's wheels and Erkles warp clamp.
  7. Hi Tommb2909, welcome to the community The parts need to go into the Parts folder, .dll's need to go in a folder called Plugins, source code doesn't need to go anywhere. Usually these folders are made when you unzip an add-on into the base KSP_win/osx folder, so you don't have to make them yourself
  8. Hi andyb798, welcome to the community The current alpha release has a lot more stuff, aircraft parts, planets, EVA's, interior views, save and resume flights, it's a massive upgrade over the demo
  9. Hi keirawatson, welcome to the community Have fun on the forums!
  10. Hi GoDores, welcome to the community It's good to fly stock but there are some things that you just have to have add-ons for, and it's worth trying a few out, my current fave is the Erkle warp clamp, take a look at all the other amazing add-ons here
  11. Hi Washu, welcome to the community Need help raising a very large craft? More Boosters! Seriously though, you will want to acquaint yourself with the daisy-chain booster design paradigm if you have not already, (basically each pair of boosters feed fuel into the next, and all engines fire) and you may want to look into the docking add-ons for in-orbit refuelling, or just make a lighter rocket.
  12. sal_vager

    Help

    Hi Foxy86, welcome to the community Can you tell us what you need help with?
  13. Hmmm, the post before yours..... October. My calendar says..... October, so hardly even a mini-bump really
  14. Just a note, Orbiter doesn't have cities, and that's supposed to be our planet there.
  15. KSP Plus it's Frontier Quake or Duke Nukem?
  16. I don't think it is madspy, How-to gets abused with this kind of stuff a lot so that's probably where this should be, at least it'll be among similar threads even if it's still not really the "right" place for this.
  17. Good luck robly, and getting back from the Mun on RCS is hard, it might not even be doable anymore, you need the whole tank and nothing else, just the pod, chute and a few thrusters. Can it be done with the Kerbal jetpack? No idea, I'd try very hard to conserve my fuel though, only thrusting at apoapsis and periapsis, plus it's getting into Mun orbit that takes the most fuel, don't waste gas by trying to get too high.
  18. Sorry nhnifong, this isn't possible with the .MU files, you might be able to load the .DAE files from the demo but that's hard work apparently. It shouldn't be hard to remake them in blender though, as all the shapes are pretty simple
  19. Here's something to try, add the -nolog command line switch to your shortcut, the debug log doesn't take a lot of resources but it might help a little bit.
  20. This is an opportunity robly Now you can practice landing next to your craft with another craft, with a 3 Kerbal pod and 2 Kerbals in it. Epic Munventure rescue mission awaits!
  21. Hmmm, try running the fuel lines from the small tanks up to the big ones, then from the big tanks to the engines, you might need decouplers between the aerospikes and tanks for this. What should happen is the small tanks are emptied first into the large tanks, so you can then jettison them and their aerospikes while keeping the big tanks fully fueled
  22. You may find that setting the handbrakes while on the runway is quite fiddly, but it works fine on the ground, it's a small but annoying bug.
  23. As long as you have not launched another craft, the auto-saved-ship will be the last craft you launched.
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