MikeO89
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
MikeO89 replied to stupid_chris's topic in KSP1 Mod Releases
Thanks dude! This mod is pretty important to me since I like to come home alive. Thanks for hooking us up -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
MikeO89 replied to stupid_chris's topic in KSP1 Mod Releases
Hell I only play 1.4.3 now. Everything after that for me and all my mods I use went downhill. It just works. I still keep a version updated to latest but frankly don't find it very useful. -
Hit C to enter the LEM (V to switch between the 2 Kerbs). Inside you will see a lever to open the hatch. Pretty cool the way it was done. A little trick. The lever to close the hatch can only be done by the Kerbie on the right. Make sure if you take that Kerbie out for an EVA, he goes back in or you won't be able to close the hatch. I rode all the way back to Earth with that door open once when I didn't put the kerbie back in (I left him at a moon base). Was pretty funny.
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There are changes to the lights since 1.8.1 for some reason. I have all the lights set in the VAB to solid on. Once in space after I turn the vehicle lights on via "U" key, the vehicle and docking LED lights go on but all the lights I had set go off and I have manually turn them all back on one by one. It's never done that before. Unrelated to this but I have the weirdest issue now since 1.8.1. When my ship in on the launch pad, there is a small purple square underneath the ship sticking halfway in the ground and half up. When I launch I can see the small purple square still sitting on the ground. Once I get into space, the purple square appears again sticking out of the command module docking port. It stays there on the entire trip to the Mun and as I am coming in for landing, at a certain altitude the purple square just separates from the craft and appears to hurtle back into orbit. Purple square is then gone as long as I'm on the Mun but once I blast off back into space, sure enough it reappears again sticking back out the command module. Needless to say this sucks.
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Crap is 1.8.1 out? I barely now just got 1.8 to load. Dunno if I want to go through that again.
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This new version is a no go for me. It busted about 25 craft I had previously built that contained bluedog parts of old. Can't do it. The craft I build are my whole existence in this game. Can't do without them. On a side note, I had not even been able to play 1.8 until today when Firesplitter updated to make the game load finally. Saw the game get through the loading screen finally only to then see my most cherished craft were now not loadable because of the Bluedog update. No joy. Went back to an older Bluedog version and got my crafts back.
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I still can't even get this game to start since 1.8. I'm stubbornly not removing my mods, instead waiting and hoping for some mod updates that might fix my problem. The thought of losing all the stuff I've built just makes me ........................... I recently installed a mod called Madlad which I guess checks for bad mods during start up. Boy it sure doesn't like Tweakscale. Throws out in your face messages about not proceeding with it in it's current version.
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
MikeO89 replied to Athlonic's topic in KSP1 Mod Releases
I meant when is this update going to be on ckan?- 751 replies
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
MikeO89 replied to Athlonic's topic in KSP1 Mod Releases
ckan?- 751 replies
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Verifying expansions stuck on 1.8
MikeO89 replied to Catto's topic in KSP1 Technical Support (PC, modded installs)
I tried removing Firesplitter and it did load this time. Problem is a lot of my crafts bases/space stations will no longer load cause now they are all now missing parts. Crap. That's the problem with playing in sandbox mode and spend all your time building stuff with parts from mods. Once you do this, you are dependent on them if you want that craft/base/space station to load at a later time. That's the way I play so I am pretty much fubared in my current state with 1.8 (and my mods). Unless there is a work around for this, I will have to go back to playing my saved and cherished version 1.43. I'm just not going to play without my mods. I just can't do it. I just have too much time invested in all the stuff I've built. -
Verifying expansions stuck on 1.8
MikeO89 replied to Catto's topic in KSP1 Technical Support (PC, modded installs)
Same thing happening to me after 1.8 update. Stuck at verifying Expansion: Making History Squad Expansion/Making History. Hitting Alt F12 gives me a bunch of the same error. Exception: NullReferenceException: Object reference not set to an instance of an object. -
Kerbal Space Program 1.7: “Room to Maneuver” Grand Discussion Thread
MikeO89 replied to UomoCapra's topic in KSP1 Discussion
I'm not too interesting in updates anymore (I'm at 1.7.2 and skipped the latest DLC completely, wasn't interested in it). I'm finding them more trouble than they're worth when using mods. I'm not one of those who has the time to start fresh with each new update and then put mods back in one by one. I'm too old, just don't have the patience anymore. I still play 1.3 and 1.4.3 and they are both hands down better than 1.7.2 performance and stability wise. Since 1.6 and up, the performance hits have been too much for me and it seems to be getting worse with each newer version. It's like they keep adding weight to the camel but don't do anything for the poor camel to support the added weight. I think this game needs an engine overhaul or something. For me this game peaked at 1.4.3 and has been going downhill ever since.- 243 replies
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I don't know how you are coming up with those performance claims but I just don't see/feel them. I've used both and notice no performance differences whatsoever on my system and believe me, I'm all about performance increases if I can get it. I've used the original, the one that was modified by wolferado when original would no longer work after I think 1.5.1, Continued, and Next. Since I've used original forever, I need a real reason to switch and so far I just don't see one. I'm one of those guys that needs to be convinced. Right now I'm not convinced anything is better than Wolferado Modified (for lack of a better name) or Continued. They just work. The wheel doesn't need to be reinvented if it still rolls down the road well. I see Continued being made for stability and Next being made for experimentation. No right or wrong, what ever one floats you boat. Just my take and no one elses.
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Ok. A warped reality engine. Never expected that I guess.
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This is without the RO mod.
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As far as I can see all RCS thrusters and APS Flight pack were fixed at last update. The only one I can still see acting funny now is the little Gemini Lander Engine.
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The Gemini Lander engine also has the same issue that the previous RCS thruster and APS Flight Pack has before you fixed it. Hadn't tried that engine until now or I would have reported it back when. It's a cool little engine, hope if you have time Raidernick, that you might fix it also. Thanks
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Just tried 4.0.9 and craft started wobbling pretty bad on way to orbit. Using 1.7. Hadn't seen this happen for quite some time now.
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You have to click C to go inside and then click on the lever on the door to open the door. You also have to go back in to close the door when you are done.
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Kerbal Space Program 1.7: “Room to Maneuver” Grand Discussion Thread
MikeO89 replied to UomoCapra's topic in KSP1 Discussion
For me, KSP performance has never been the same from version 1.5.1 and on. Version 1.4.3 remains my favorite version for overall smoothness and speed.- 243 replies
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You might have to get ckan to help on this one. Post in their thread and someone will direct you to post to open a support ticket. Someone there will quickly respond to you, hopefully for a solution for ckan to remove the original without effecting the other 'dependency' mods and then for ckan to install the latest. The boys over at ckan are pretty good with stuff like this. No problem overwriting but then you will have to continue to update it manually outside of ckan.
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I'm not as brave as you. KJR has been tested throughout eons, is tried and true, works perfect, yet you would still toss it in favor of a mod that is not even out yet nor been tested. I'm going to stick with this one until I have a reason not to. Everything is rock solid with it for me and I don't have to think about it.