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Kerbal Gamer
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KSP2 Release Notes
Posts posted by Kerbal Gamer
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21 hours ago, Galileo said:
You didn’t install it correctly. The folder you need should be named EnvironmentalVisualEnhancements without the -EVE..
It looks like you make have installed the master file, not the release.
Thanks, I FIXED IT and it works now.
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Hello,
I am not getting a toolbar for EVE even though I installed everything (correctly?).
https://imgur.com/gallery/BAbj5tS photos of my files. I only have a scatterer tab in menu. My other mods function.
Can someone help me?
Thank you for your time.
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1 minute ago, SpannerMonkey(smce) said:
The red text you are seeing is the reverse of the label that holds the collider for triggering the outside view while in IVA, just not got around to moving the camera to a pos that doesn't have it in view, No point adding kerbals or IVA's to turrets as the IVA remains fixed in place while the turret rotates, this messes up external views and hatches. A turret is a animated part and there is no way I know to move an IVA reliably with animation.
Ok, thanks.
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1 hour ago, XOC2008 said:
The red external view boxes are for external camera feeds if you want to add them. Is that JSI? I don’t remember. I’m not sure if Spanner intends on making the turrets able to hold crew.
Or raster prop. Thanks.
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16 hours ago, XOC2008 said:
And you can confirm you have the latest KSPWheel? I think you're going to need to provide a KSP.log and more information. KSP version, etc etc.
I fixed it by uninstalling and reinstalling KSP and redownloading kerbal foundries. Can I also ask why the IVA has red text saying external view? And will the turrets be able to hold kerbals in the future. Great work on the tracks btw.
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4 minutes ago, XOC2008 said:
Make sure you have some kind of engine or apu and enough EC, as well as the KSPWheel plugin associated with kernel foundries.
Yep I do have EC. I turned on the engines, and the wheels don't respond. Actually brakes work.
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I am having problems with the tracks and other wheels. They do not move or provide movement. I have downloaded kerbal foundries. Is there a fix?
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Thank you, I am using a joystick, so I will switch to 1.4.3
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Hello. I've been playing around in KSP 1.4.2 with the long tracks and they seem to have a mind of their own. When I launch the vehicle, they do a quick burst of power pushing it along until it runs out of EC, and if I add infinite EC it keeps going. Is there a fix? Thanks.
Edit: It seems to be happening with most of the wheels, stock and modded.
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Hello. I am having problems with this mod. The parts fill up with sea water, but do no sink. I am using the large boat parts mod and it is not sinking even though it has max sea water. Is there any remedy for this problem? I tried increasing the seawater density to 2 but it didn't work. Please help.
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32 minutes ago, XOC2008 said:
No, you can't. It would invert both and they'd still go in opposite directions. It's a known bug, it just hasn't been fixed for the most recent version as of yet.
Hmmm, yes it would be hard to deploy them for landing.
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On 8/14/2017 at 6:58 AM, Hydrothermalventclam said:
I don't know if this is the right place to ask this, but when I try to deploy mirrored b9 procedural control surfaces, they deploy opposite of each other. One goes up and the other goes down. Is there a way to fix this? The normal pitch, yaw, and roll controls work fine, this only happens when I try to deploy them.
You can set one of them inverted deploy I believe.
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Are there any mods for different wings? Instead of the straight wings for more round ones.
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1 hour ago, Murican_Jeb said:
OP = First post in a thread, aka the title page
My game keeps crashing due to it. I removed the trumpet and it works.
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On 8/6/2017 at 1:16 PM, Murican_Jeb said:
Maybe if you click on the download link in the OP...
Where is the OP?
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39 minutes ago, V8jester said:
There is something way wrong then. And I bet I just figured out what you are doing....
If you open the rework parts zip are you simply dumping the folder named "Rework_Repack_1.1.2" into the Gamedata directory? - this will not work
You must open the zip, then expand that folder then "Gamedata" and then you will see "MagicSmokeIndustries" - This is the folder you need to drop into your Gamedata folder. Every single component of IR will reside only in the "MagicSmokeIndustries" folder.
That is what I was doing. Putting MSI folder instead.
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It still doesn't have a robotab. Only has a few parts.
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On 8/3/2017 at 10:14 AM, V8jester said:
full reinstall of a fresh copy of the game
Ok I'm making a fresh one.
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2 hours ago, kcs123 said:
- attach wing on craft as any other stock wing
- put mouse cursor over procedural wing to highlight it (that mouseover mean)
- while wing is attached press "j" to open additional menu in case of B9 procedural wings
- in case of older procedural wing type, press and hold keys to strech out/srink wing ("B","T","G") and move mouse while keeping coresponding key pressed.
Once you try it in game it will be much understandable than anyone can describe in words.
OK I believe I understand. Is there a version of B9 for 1.3?
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What does mouseover mean? Can someone explain the controls please/ Thanks.
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This mod works with KSP 1.3 but I don't know if kerbpaint does, if so, could someone link a 1.3 version?
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3 minutes ago, SpannerMonkey(smce) said:
The 4x1 goes up to 40x10mtrs, which is huge and starting to get heavy.
Ok thanks going to try and fix my tweak scale.
Working now.
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Just now, SpannerMonkey(smce) said:
I'm sure they are, mine are , which is exactly only more, the same as the download version. And how Big?
Just like the Size of the battleship hulls or 1/4, so it's not a pain to copy and paste.
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Just now, SpannerMonkey(smce) said:
Tweak scale and there is no point putting it everywhere, just protect the area around the weapon manager and the vessels COM. putting it anywhere else is wasteful and the BD AI always targets the vessel COM.
The pieces aren't tweakscalelable, but I mean big armor pieces for the hull, if you know of one.
[1.9.X]Aircraft Carrier Accessories
in KSP1 Mod Releases
Posted
Hello,
I have been having a problem with the catapults where they tug the plane all they way into the ship resulting in the destruction of the cockpit and most of the plane. Is there any fix?