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TheRagingIrishman

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Everything posted by TheRagingIrishman

  1. @SpannerMonkey(smce) can I ask why BDAc doesn't just bundle PRE? It seems like that would help a lot of noobs.
  2. This is actually a stock bug (it's on the bug tracker already). The workaround is to click in the area where you'd normally click until you hit one of the menu items.
  3. When you uninstall mods through CKAN, it doesn't always clear out all files which can cause problems when mods patch things in that don't exist. I suspect that's the case here.
  4. I couldn't figure out how to get that to work so I went my typical path and bodged something into existence. It looks at input locks and see's if the ones that the debug menu implements are active. bool checkDebug() { string both = "Current Input Locks:\nDebugToolbar\nDebugConsole\n-- \nbitmask: 111101111111111111111111111111111111111111111111111111111111"; string console = "Current Input Locks:\nDebugConsole\n-- \nbitmask: 111101111111111111111111111111111111111111111111111111111111"; string toolbar = "Current Input Locks:\nDebugToolbar\n-- \nbitmask: 110001111111111111111111111111111111111111111111101011111111"; string checker; bool debugIsOpen; checker = InputLockManager.PrintLockStack(); if (checker == console || checker == toolbar || checker == both) { debugIsOpen = true; } else { debugIsOpen = false; } return debugIsOpen; }
  5. crash files aren't that helpful. all that one tells me is that you have something wrong with a mod. in the "How To Get Support" thread it says which file to upload and where to find it [snip]
  6. iirc this lets you manually specify rotation and movement amounts (along with a bunch of other things)
  7. @Gaarst I'd say wait until RO and all related mods update to 1.3 or higher
  8. wrong file. Read the "How To Get Support" thread and upload the correct one
  9. CKAN doesn't always do things correctly If you had actually read it you'd have seen the important section about logs
  10. For those who don't want to read the sheet, apparently GEA contains 2 textures from Proot's KSPRC (which doesn't allow redistribution). The two textures are named kerbin2 and sands.
  11. Is there a simple method to see if the debug menu is open? Perhaps by checking for input locks?
  12. If you install ksp from the squad store (idk about steam) make sure you download the .pkg and not the .zip. It directly launches if you use the .pkg to install ksp.
  13. what I'm saying is that this question has been asked several times before and if you use the search bar (which will only look at posts in this thread) you can find the answer for yourself
  14. Because that'd take a ton of work and mod authors like there stuff to look nice (it's very hard to be super mem light and look good). One way to reduce the mem use is to use the pruners to get rid of the unused stock textures and models
  15. make a google doc, list every stock parts name (not the title that shows up in game but the name that it has in the config), and the tech node where you want it to be. If you do that I'll be happy to write configs to make it into a tree
  16. https://en.wikipedia.org/wiki/US-A https://en.wikipedia.org/wiki/Kosmos_1818 https://en.wikipedia.org/wiki/Kosmos_1867
  17. Correct. Also the Karbonite forum thread was deleted in a forum glitch so now everything is just on this thread
  18. correct and as 1.3.1 just a prerelease at this point, there's very little chance that you'll see a Kopernicus release for it until it becomes official
  19. While nuclear engines have never flown, almost 50 nuclear reactors have been launched into orbit, mostly by Russia (https://en.wikipedia.org/wiki/Nuclear_power_in_space) #accuratehistorymatters
  20. GPP and OPM both have up-to-date RB support, not sure about other planet packs.
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