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Geonovast

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Everything posted by Geonovast

  1. Depending on their age, you should probably retain an admin account on their computers for yourself and give them a limited account that can't do much without your password.
  2. Where did you see to do that? Everything goes in GameData. Those dlls should be in GameData/ksp-advanced-flybywire/Plugins/
  3. I would like to have words with whomever decided it was a good idea to put physical switches on laptops to toggle the wifi.
  4. There have been update issues with Steam lately. Try verifying your game files through Steam.
  5. If you remove Scatterer, does the problem persist? Are you sure you have the right version of Scatterer installed for your game version? Are you playing on Steam?
  6. It's not terribly important what GPU you have, so much as just that you have one, to take that load off of the CPU. You could probably grab a second hand GTX 1050Ti (or AMD equivalent, if you swing that way) for not too much.
  7. Not really a solution, but may help diagnosis and could serve as a band-aid. I have to use this mod because they borked native joystick support completely in Linux with the 1.4 update. AFAIK it's still not fixed. (I don't know about 1.6 yet on that.)
  8. You might want to create a thread in the "Add-On Releases" Subforum. Not many people will see it here. Also, welcome aboard!
  9. Greetings, @Aaroneytor98 I believe the mod you are looking for is ExtraPlanetary Launchpads Saludos, @Aaroneytor98 Creo que el mod que estás buscando es Launchpads ExtraPlanetary
  10. Also, @AYes just to clarify, the white Konstruction ports and the normal grey ports will not only not weld together, but they will not even dock with each other. Keep this in mind. To dock and weld, both ports must be the white and the same size. "I'll just always use white ports then!" You may say. There are no inline Konstruction ports. So if you plan on docking anything using the inline ports, you'll still need to use the grey ones.
  11. Kinda my point, really. They stopped supporting the Launcher, but it's still there. They stopped supporting 32 bit, yet I have 32 bit executables for 1.5.1 and 1.6.0 that both launch the game. Looks like GoG just released 1.6.1 for Linux, so I might play with that some tonight, since I left my laptop at home again.
  12. Probably the same reason they still include the 32 bit executables after they stopped supporting it.
  13. Did you downgrade all of your mods as well? How are you downgrading? What mods do you have? Can you provide the log file?
  14. Curious what other mods you guys have, I'm also having this issue in 1.4.5.
  15. The issue in this context isn't strictly part clipping, but part clipping of moving parts. Having pieces magically pass through each other because of clipping is just downright hideous.
  16. Oh yes. I haven't even tried to count, but it's likely close to 3000 hours. TUBM can plug a non-USB-C USB port in correctly the first time.
  17. Can you be more specific? Some screenshots and a log would help.
  18. Yup. The octoweb already had a small hole for each engine, and the engines didn't have caps at the top, so I didn't even have to modify anything. 3mm LEDS fit inside so perfectly it's like the designer had made it that way on purpose. The only thing I had to do was remove a gridfin for the power cable.
  19. The living room got a new night light!
  20. Simple: Your engines are too close to the asteroid. Your engines are pushing you forward, but the exhaust is actually hitting the asteroid and causing it to pull you backward with the same amount of force. So, you go nowhere. So yes, you're powering a sailboat by blowing on the sail. In real life you might still get some movement from this, but not in game. When moving an asteroid, you need one of three things: To push it, so there's nothing behind the engine. To pull it, but with the engines far enough out so that the asteroid isn't in the way. To pull it, but with the engines far enough forward that the game no long considers the exhaust from the engines.
  21. I have absolutely no idea what you're doing, but it looks good!
  22. Similar, yeah. Although being synchronous would be moot. Ideally you'd have your ap as far from Kerbin as possible without escaping or losing signal with the weak relays in equatorial orbit, and your pe as close to 70km as you can. The single strong relay wouldn't need to see the KSC all the time, just the small relays. The idea behind this is to limit the time it would be hidden behind Kerbin as much as possible. It would be going so fast when it was obstructed that you'd only lose signal for a very short time.
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