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fabianovc
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Posts posted by fabianovc
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Hey guys, nice mod!!
Where can I learn how to edit the cfg file to customize the checklist?
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Hello, first post here. Awesome mod, BTW!
I'd like to know if there's any indicator for when you are "within" a waypoint's radius (e.g. when you are conducting a temperature observation).
I'm asking that because since the mod removes the waypoints from the stock navball, I couldn't find any replacement for the flashing waypoint that appeared there.
Thanks! -
On 2/19/2020 at 9:46 PM, Mockery said:
This mod seems to have stopped working for me since 1.9
I recall the 1.9 release notes said something about how they load the KSPedia pages in-game?Yeah, not working for me either.
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18 hours ago, adsii1970 said:
Not if the dependencies are already showing as up to date. I use this mod myself in 1.6.1 and have not had any problems. But please be aware - the other mods I have in my GameData folder may not be the same as yours. And this is why I am hesitant to tell you, "sure, go ahead, it's compatible" because as soon as I do that - it won't work for you.
Nice, thx man!
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1 minute ago, adsii1970 said:
This is the one bad thing about CKAN and I know that many people on the forum will disagree with me. CKAN checks out the version file included with all CKAN compatible mods. The mod may work perfectly fine with CKAN but if the version file has not been updated to reflect this, then it will show the mod as being incompatible.
The best way to know is to test it yourself. Go to the mod's page on the forum and go to the GitHub link and download the entire zip file. Then in whatever file explorer program you are in, go into the GameData folder of the zip file, then right click on the folder name within the GameData folder. Select copy, then go paste it in your GameData file in the game folder. Test it. If it doesn't cause any crashes, ignore CKAN's warning. If it does crash your game, just delete it from your game's GameData folder. You can then reload the game and play without the mod.
I hope that helps.
Thats a bugger.
In any case, thank you so much. =)
Using this manual method I'd also need to download/copy all dependencies individually, right?
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Hi guys.
Does this mod really work with KSP 1.6.1 as the title suggests?
My CKAN lists it as incompatible.
Any way around this?
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Perfect!
I was not taking both powers into account! That's why! It can talk to Kerbin because KERBIN is very powerful!
I get it now! Thanks guys!
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Yeah, I know, but it is in range. That's the weird part.
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But since the built in antenna can communicate all the way with Kerbin while not occluded by the mun, it should be able to communicate with the relay in mun's orbit, shouldn't it?
After all, it is MUCH closer.
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Hi guys, I'm new to the game and I'm having this problem.
I'm trying to land a probe (using the first core, stayputnik?) on the mun but it is eventually occluded by the mun itself and I lose control over it. I thought the obvious: "let's place a satellite high on mun's orbit and relay the signal to control the landing probe".
That's what I did: my satellite is carrying the HG-5 relay antenna and is at a fairly high concentric orbit, around 2Mm.
Nice, now we get to the problem: when the landing probe (it is carrying no antenna) gets occluded by the mun, after losing contact with Kerbin it doesn't connect to the satellite to relay its signal. The satellite is on the same side of the mun as the probe and has full signal from Kerbin.
Any clues?
[1.12.x] Werner Checker Continued - Customizable Editor Pre-Flight Checklist
in KSP1 Mod Releases
Posted
What do you mean by "offending"?
The problem is I don't know how to specify the part I want to include in the checklist (the KER chip module, for example).