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Everything posted by shuggaloaf
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Hi taniwha, 1st I wanted to say I've used the mod for years but have never been on here to say thanks. So thanks! I have a question, and sorry if this has been addressed and I missed it, but the zip files on your site vs github for 6.5.1 are different sizes and github seems to have more folder and files. What is the difference between the 2 files? Do you recommend github or your personal site for the latest, *most stable* version? Thanks!
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
shuggaloaf replied to RoverDude's topic in KSP1 Mod Releases
I apologize if this is explained somewhere. I couldn't find it in the MKS guide or when searching google and this topic. In the PDU Control Panel there is a gear next to "On". Clicking that brings up another small panel with 9 icons. I can't find any documentation of what they do. Experimenting with them doesn't seem to change anything with the power generation that I can see. Granted, I am in initial testing and do not have a base or other craft/parts nearby. Anyone know what they do? -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
shuggaloaf replied to Nertea's topic in KSP1 Mod Releases
Hey Mordrehl the Endurance mod has a very flat 1.25 docking port that works with standard ports. Maybe not a perfect solution depending on how you like the style but it's something! https://www.curseforge.com/kerbal/ksp-mods/endurance-interstellar-continued -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
shuggaloaf replied to Nertea's topic in KSP1 Mod Releases
Ah OK and I went from 1.2.2 to 1.3.1. Now I don't feel as bad. Thanks Beetlecat. (By the way is that like a beetle mixed with battlecat? ) Man that's sweet. I'm assuming (based on those hydraulics) that the docking ring rotates flat down to the hatch? -
OK well thanks, hopefully I'll have better luck when I (eventually) update to 1.4+
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Hi Roverdude, I posted this about 3 weeks back and I'm guessing it got missed. I see you've been active on here so I thought I'd ask again. (see quote above). Thanks!
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
shuggaloaf replied to Nertea's topic in KSP1 Mod Releases
Sir, you just blew my mind. I've been playing since v0.23 and have way too many hours under my belt to have never noticed that before. Thanks for your help! -
Hi there Taniwha, I've installed EL (5.9) a few times on 1.3.1 and I am not seeing the toolbar icon or right click menu option. I see some others have had this problem in the past but I didn't see where they found a solution. I was a little unclear on the installation. Instructions say to simply unzip the file into game data. However the file I'm downloading has a GameData folder as a subfolder. It is laid out like this... So I tried this 3 ways: Only copied the ExtraplanetaryLaunchpads folder from EL's GameData folder into KSP's GameData folder. Results: Launchpads, Rocketparts Containers, Workshop, other containers, etc. were all available. No menu/button in VAB/Flight. Copied contents of Extraplanetary-Launchpads-5.9.0 folder (except for GameData )into that folder's GameData folder; then copied that into KSP's GameData folder. Results: Same as #1 Did as instructed (because why try that 1st?) and copied entire contents of Extraplanetary-Launchpads-5.9.0 folder into KSP's GameData folder. Results: Only parts that are loaded are the single RocketParts hex containers. Any idea what may be wrong? Is there any additional information I can provide that could help find a solution? Any help is appreciated. EDIT: Never mind I figured it out. Because I was using an older version I used your Github link and downloaded the 5.9.0 zip from there. I see now that was the wrong file. (Is there a better place to get previous versions?) Luckily I found THIS ERROR REPORT on your Github where a previous version was linked as http://taniwha.org/~bill/Extraplanetary_Launchpads_v5.4.0.zip I changed the 4 to a 9 and I'm good to go now. Running fine.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
shuggaloaf replied to Nertea's topic in KSP1 Mod Releases
Hey Nertea, sorry I missed your reply. Thanks for getting back to me. This is the pic I'm referring to... Mercury IVA How did you have that IVA show? All I get are the normal lit windows. Thanks again! -
Hi there, I've installed EL (5.9) a few times on 1.3.1 and I am not seeing the toolbar icon or right click menu option. I see some others have had this problem in the past but I didn't see where they found a solution. I was a little unclear on the installation. Instructions say to simply unzip the file into game data. However the file I'm downloading has a GameData folder as a subfolder. It is laid out like this... So I tried this 3 ways: Only copied the ExtraplanetaryLaunchpads folder from EL's GameData folder into KSP's GameData folder. Results: Launchpads, Rocketparts Containers, Workshop, other containers, etc. were all available. No menu/button in VAB/Flight. Copied contents of Extraplanetary-Launchpads-5.9.0 folder (except for GameData )into that folder's GameData folder; then copied that into KSP's GameData folder. Results: Same as #1 Did as instructed (because why try that 1st?) and copied entire contents of Extraplanetary-Launchpads-5.9.0 folder into KSP's GameData folder. Results: Only parts that are loaded are the single RocketParts hex containers. Any idea what may be wrong? Is there any additional information I can provide that could help find a solution? Any help is appreciated.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
shuggaloaf replied to Nertea's topic in KSP1 Mod Releases
Hi Nertea, thanks for updating this great mod. I wanted to ask you about using this with JSI Advanced Transparent Pods. I see 1 picture in your imgur album that shows the external IVA view on the Mercury, and I'm assuming ATP was how it was done. I don't seem to be able to use ATP with your parts, although it works with others. Tried reinstalling both and no luck. Thanks in advance for any ideas/help you can give. Edit: Couple points of clarifications - I'm on 1.3.1 and using SSPR v1.0.2. Also, when I say not working I also mean the ATP option in the right click menu is not available. -
Hey Roverdude, thank you for another great mod. The disappearing docking ports are great and are really making me want to rebuild some huge stations I've built that have tons of docking ports. The crane arm is also very nice, especially since I wasn't able to get the latest version of IR to work right for me. I'm using 0.3.1.0 on KSP 1.3.1. On the magnetic arm the 2 controls for the wrist are not working for me. Neither in editor or launched. All the other controls work fine. The grip arm works fine as well. Any ideas? Any known mod incompatibilities I may have missed? Edit: I also can't seem to grab anything with the manipulator arm. Whatever I try to grab squeezes out of the grip. Doesn't matter where I stop the pinch (i.e. how hard/light I grab it)
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[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
shuggaloaf replied to Climberfx's topic in KSP1 Mod Releases
Well I just tried it from a fresh install. Only omicron, firespitter, kspwheels and mod manager. Still the same for me. didn't bother with smokescreen since it only affects VTOL animations. I guess I just wasn't meant to have working wheels :-/ In any case, the other parts are still usable and I don't want to keep bombarding the thread with my posts so I'll just go ahead and accept my fate now. :-) Thanks for all your help and keep up the great work!- 211 replies
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[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
shuggaloaf replied to Climberfx's topic in KSP1 Mod Releases
Just tried KSPWheels 0.9.2.11. Same results. I'm going to try with a 100% fresh install and see if that helps. I had tried with a fresh install + only 4 mods but let me try just omicron.- 211 replies
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[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
shuggaloaf replied to Climberfx's topic in KSP1 Mod Releases
I'm still on module manager 2.7.5, maybe that's the issue. I will try to get the new version and see if it helps. I'll try MM 2.8.1 1st and if no luck I'll try downgrading KSPWheels to 0.9.2.11. Thanks for all your help! I'll let you know how it goes... EDIT: Hmmm, looks like 2.8.1 is for KSP1.3. I should prob stick with 2.7.5. I'll try goign back to the older version of KSPWheels- 211 replies
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[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
shuggaloaf replied to Climberfx's topic in KSP1 Mod Releases
Yeah I installed KSPWheel and it didn't help. I'm still on 1.2.2 and I'm using v0.5.2 of your mod. I'm using the KSPWheel that was made for 1.2.2. (version 0.9.4.15) Windows 7, 64 bit. I think that's what you're asking?- 211 replies
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[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
shuggaloaf replied to Climberfx's topic in KSP1 Mod Releases
OK well at least I know I'm not crazy. Thanks for the video. That is how I was attaching them. Apparently my wheels are bugged out. I do not get the context menu when right clicking and cannot raise/lower wheels in flight. This is what I see... Notice the extra door hanging down there? EDIT: I noticed that I missed installing KSPWheel. I downloaded and added to my GameData folder and was sure that would fix my issue... nope. Still the same as before. :-/- 211 replies
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[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
shuggaloaf replied to Climberfx's topic in KSP1 Mod Releases
Very cool mod Climberfx. Question though... how do I attach your wheels? When they are aligned correctly with the ground, there is a flap (inside) that is lower than the tire which, of course, gets caught up on the ground. I'm not seeing it in your videos so I figure I'm attaching it wrong?- 211 replies
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[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
shuggaloaf replied to dboi88's topic in KSP1 Mod Releases
This looks pretty damn great! Edit: Just tried my first build and I'm having a problem similar to TronX33 above, except my issue is pitch not yaw. I have weight balancing on for both the body and the truss. -
I do have random times when my drive will spin up so I am familiar with that whole pain but I think this is unrelated as with other programs I don't get the drive spinning up when I start them. Now Windows may spin up the drive for no reason when I'm not doing anything at all, but this is very specific in that every single time I start KSP it spins up immediately. No other programs cause this specific type of issue. Thanks for the reply.
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Hoping someone can help me to hopefully stop KSP from waking a sleeping hard drive. It is not installed on the drive it is waking. The drive only contains media files. No system or user files on this disk. No reason to access. I'm assuming KSP must be doing some kind of scan of all disks when it starts? Anyone know why this happens and more importantly, if there is a way to stop it? This is a fresh, un-modded, install of KSP 1.2.2 64bit. Win 7 Ultimate 64. I know this is KSP because every time, at the exact moment I double click the exe file, the hard drive immediately spins up, then goes back to sleep after the set time. I'd be happy to provide any more info that may help.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
shuggaloaf replied to Angelo Kerman's topic in KSP1 Mod Releases
No problem! Nice to be "part of the process" and to have such a receptive developer!- 3,517 replies
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No problem buddy! Yeah, I think that ought to do it! More powerful than my rig and I run the game fine. Yeah there may be some tweaks here and there with PC but a lot of those tweaks are what makes the games better! Besides with the setup you're getting I think you will have minimal issues. Ok that is definitely not normal. Even if detaching your miner from your lander would cause a crash it shouldn't cause a sound tear and game reset. That definitely sounds like a bug. And if you can use a quicksave from, say, around the moon's orbit but then you crash and it puts you back to, say, Kerbin's orbit and you can't load back to the mun that sounds like a bug too. Or a corrupted quicksave file. It'll be better on PC for sure. I would contact Squad and ask them if it's possible to trade your XB version for a PC version. I believe the cost would be similar and after hearing that you bought a whole PC setup just to play their game? How could they not be impressed by that? Yeah you can definitely make all kinds of cool as well as goofy (see my space bong) things in KSP. Your imagination is the limit (well that and too many parts). Here's just a couple things I did in an older version of KSP. http://imgur.com/a/juIEO This is just the tip of the iceburg. I have probably a couple thousands hours in to KSP so I've made a ton of stuff but these are a few things I actually have screenshots of. I may go through and add some more images at some point. Once you get it up and running. Some mods I would recommend would be: @sarbian's MechJeb. Especially for new users. Helps to automate a lot of things and gives great info. As you get more experience you'll prob find that you won't automate things anymore but the info is great to have! @JPLRepo's Endurance Continued. Adds parts from Endurance ship from the movie Interstellar. These are just some really cool and useful parts to have. I've made all kinds of stuff from them that are not the actual Endurance ship. In my pics link above the x-16 is made with 2 landers on the sides and vipers on the bottom. @KospY & @winn75's KIS & KAS mods. Does so much stuff. Allows attaching of parts on EVA, fuel pipes, winches, etc. etc. and gives storage so you can bring parts in storage containers. Honestly just look at their page for everything. Other mods use it as well and while not strictly necessary, you're going to want it and it's definitely a necessity for me! @Nertea's Near Future Technology. Actually a collection of 5 different parts packs. Tons of useful parts and very nice looking as well. OPT Space Plane Parts has some great parts as well. It's working for me with the current PC version but it looks like the updating may be spotty from here out. Still worth a shot as it still works with KSP 1.1.3 @Nils277's Kerbal Planetary Base Systems (KPBS). Lots of really nice base parts that work with other mods that offer things like life support, more complex resource mining, etc. @Angel-125's Pathfinder Mod. "Space Camping and GeoScience" Lots of nice parts, new resources, distribution of resources without direct connections with nearby bases (trust me you will want this once u start building ur bases) and just well, a ton of other stuff. Check out the link. When you want to change the look of KSP, check out EVE, Scatterer and Texture Replacer. There's a bunch more that I have (approx 40 mods total) and waaay more out there. I'm not in front of my GameData folder so I'm prob forgetting some good ones. Just check stuff out, if you don't like it, it's free and just delete it.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
shuggaloaf replied to Angelo Kerman's topic in KSP1 Mod Releases
Sorry, let me clarify what I meant. When I attached the jetwing to a craft (like surface attach for example so I can eva, board and then detach from craft), the whole craft's RCS doesn't function. In fact I don't even want the JetWings RCS to function at that point as it is just attached to the ship as a means to transport it and use it later. So if I have it attached to a ship, go to the launch pad and hit "r", I get that message. So I'm not actually boarded into the JetWing and "control from here" has been verified to be the ship's cockpit and I have even disabled everything on the JetWing (RCS, torque, etc. all disabled). But yet the whole ship's RCS is disabled as long as the JetWing is attached. Once I detach it then the ships RCS works fine. So from what I see there is no way to operate the main crafts RCS with the JetWing attached. Am I doing something wrong? Also, I know you're a busy guy making all these fun toys for us, but I also responded to the wheel issues too. See above.- 3,517 replies
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