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Krakatoa

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Everything posted by Krakatoa

  1. Great! Vessel Viewer is a mod that gives you a screen with a wire-frame model of your ship with a bit of functionality. A few of the screens come with the mod and are different bits of info. Look up at the first post, there's a number of different mods that have buttons already built in to the MFDs, and having them installed as well gives you their functionality. I don't use all of them, but I have a couple because I like the options for my 1st person flying.
  2. Can you post a picture of your file structure, what it looks like in game, and your log file from a test where you open the game, go to a cockpit with the MFDs not working, then quit out of the game?
  3. Sure, as long as you aren't trying to use one of the KSP1.3 beta versions of RPM, it goes: Kerbal Space Program (the folder wherever you have the game installed) > GameData > JSI (this is the JSI folder, from the zip where you downloaded the mod you're using) > RasterPropMonitor (folder) > Plugins - this is the folder that the .dll goes in. I don't think the file structure is any different on a Mac than a PC for this purpose. I imagine most of the files are necessary for it to work correctly, so for now you should just copy/paste the entire JSI folder from the zip into your GameData folder, and you should be good to go.
  4. These more final versions are so much better! Grats on nearing a next step with your mod.
  5. Not sure, but it might have to be JSI > RasterPropMonitor > Plugins > then the .dll. Are you using the most recent version of RPM or the final one from KSP 1.2.2?
  6. Totally my personal taste, but I'd prefer black and yellow for the battery. I was thinking slightly greyer or black as well before the yellow, something to buffer the transition, if you stay with the pale grey.
  7. I don't use the mod, so I can't speak to how it works, but I know Kerbal Foundries has repulsors in the pack that work as hover devices, and they show it traveling over water in the picture.
  8. Definitely gives the feeling more. Not sure how I feel with the yellow on white, but I'm sure there's a way to make it work, even if just some sort of border before the yellow.
  9. That could be pretty cool. Maybe EC's black lines can have a certain jagged lightning-ness? Mostly black with caution-tape yellow/black striping along the edges could be the thing for Ore.
  10. Always a fan of dark green, but as much as you work with Angel-125, green is his bio-lab stripe color, and bio-labs in general through the modding community. Construction-yellow with some rusty wear-and-tear texture perhaps? It'd mean a change in the EC color, though.
  11. *nod* Makes sense. Could be color settings on my monitor, but Ore and LFO look like very nearly the same color, so might not meet the at-a-glance requirement.
  12. I feel like it'd be cool if you could follow stock coloring conventions at least for Ore and EC, like yellow/black striped with a high voltage symbol or two for the EC and the rugged black for Ore. Don't have much input on the others, other than stock seems to be more-or-less flat for LF and that color plus an accent for LF/O, so might be something to think about. I like the red/white combo in general, so long as it doesn't become a barber pole or candy cane.
  13. Hi there, it's basically impossible to help without a bit more info. Would you mind posting a screenshot of your GameData folder? Also, what version of RPM and what version of KSP are you using?
  14. General thing is that it's hard to help without a bit more information, so would you mind showing your GameData folder structure and, if you can, a log where you experienced the issue?
  15. Equipment can be produced in the Ironworks, I think. I always get the names mixed up. As for the other, the error is a bummer, but it sounds similar to what I was running into before I put it together that any science-based module has to be inflated by a scientist instead of an engineer. May at least get it expanded.
  16. I use both. Here and now lets me trigger the experiments as I enter biomes, and [x]Science lets me look through the "catalogue" of what's out there to get without me being there.
  17. Here you go! Click on changelog, then look down for the most recent 1.2.2 version.
  18. I think they mean the literal concept rover uses it. Looking around, it looks like Curiosity uses a 1-point moving reference (the MRO and sometimes Odyssey) and orbital observations/maps to keep it properly located.
  19. Hahah, that even looks fairly Kerbal.
  20. A picture of when it's happening would be handy. Do you have an engineer close enough to the container to open it while close enough to the piece to grab it? When you press G, are you holding it down until you release the mouse click in the slot of the container?
  21. I don't *think* that's a bug. The concept being that with the extra mass, they aren't pushing overly far off the surface with every step, so they end up walking at a Kerbin-like stroll rather than the bouncy normal moon stroll.
  22. So, it looks like you're using Module Manager 2.8, which is the KSP 1.3 version. Since Planetary Base Systems hasn't made it to 1.3 yet, you'll need to either revert your game version and mods back to 1.2.2 or wait a bit longer so this mod can get caught up. The disparity is causing your problems.
  23. Hey there, could be a couple things wrong. Could you post a picture of your GameData folder to start off with?
  24. I don't use CKAN, so I don't know how to disable updates, but if you can do that, you can then go to Curseforge and download a previous version.
  25. If it helps, the main thing (I think) is to just put the actual files for the part back in, even if temporarily so you can get them out of the inventory from the quicksave where everything was alive, then the craft should be safe going forwards. Grabbing the piece that's different from the previous release may work.
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