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Everything posted by JH4C
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
JH4C replied to Athlonic's topic in KSP1 Mod Releases
When in Flight Mode, a microphone icon should appear in the default toolbar, it'll be either black (no sounds being played by the mod) or green (sounds are being played by the mod). If you have Kerbals on your ship then they should automatically start chatting away, you can adjust the soundpacks they use and the frequency of their chatter by clicking on the microphone icon. If you don't have any Kerbals on your ship, then try to send some Science back to Mission Control; you should hear radio noises. If none of those work, then you may not have installed it properly. Please follow the guidelines in the pinned post "How to get support":- 751 replies
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So long as you have all the dependencies installed, it should work on 1.4.4 - I have 1.4.5 and it works for me just fine.
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[1.12.5] CRE - Stockalike British Rocketry [2.2][02/03/2021]
JH4C replied to Beale's topic in KSP1 Mod Releases
Pip pip! Top hole, good show old chap. The BBC-style logo is the proverbial icing on the cake. -
[WIP] mini reentry pod aka escape pod
JH4C replied to TiktaalikDreaming's topic in KSP1 Mod Development
You might want to submit this to IndicatorLights Community Extensions: -
[1.8.x] In game notes / notepad / checklist v0.16 2019/10/23
JH4C replied to agises's topic in KSP1 Mod Releases
I'm always a sucker for in-game notepads, they're so much more convenient than pen & paper, or tabbing out to other files. Installed! -
[KSP 1.6.1] "Streamline" Engines, Fueltanks and RCS
JH4C replied to NESD's topic in KSP1 Mod Releases
Looking forward to the revised updated and modernised version! Don't worry about trying to optimise as many parts as possible into a single element, I think what you're showing there is the most sensible way of doing it - combining all the parts with the same number of nodes makes more sense and is easier to understand and find than if you had (for example) all parts sharing a common base, which could include anything from 1 to 7 attachment nodes in multiple various configurations. I know I'd just get frustrated at having to scroll through lots of irrelevant variations to reach the specific one I'm after. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
JH4C replied to cybutek's topic in KSP1 Mod Releases
Talking about the Resources and Vessel tabs in the VAB, is there any way to move these? I'm sure i've looked at every setting, and tried every permutation of modifier key and mouse click/drag... -
I should have thought of suggesting that. Good call!
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Duke Leto's question.
JH4C replied to Duke Leto's topic in KSP1 Technical Support (PC, modded installs)
I never played in 1.2 or 1.3 but I do know that between 1.4.2 and 1.4.4 it's become trickier to pin down some of the individual building biomes; that's nothing to do with any mod, it's part of the basic gameplay and presumably because Squad made minor adjustments to some part of the system that led to this (un)intentional(?) consequence. From what I can tell in your earlier thread, you were directed to the KEI thread because that person thought you'd benefit from using the add-on, not because they thought it was a better place to ask the question. Hopefully now it'll get more useful answers -
[1.12.x] KEI - Kerbin Environmental Institute
JH4C replied to linuxgurugamer's topic in KSP1 Mod Releases
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Duke Leto's question.
JH4C replied to Duke Leto's topic in KSP1 Technical Support (PC, modded installs)
KEI works just fine with the redrawn biome map, in fact it works better than fine because it's triggered successful experiments for me in substructure biomes I've had great difficulty locating manually. As this isn't about KEI, then it should really be posted elsewhere, maybe Gameplay Questions? -
[1.6.1] Chrononaut v0.4.2 - part mod tool (2019-05-12)
JH4C replied to Katten's topic in KSP1 Mod Releases
I would assume from @DuoDex's description that you need to use the link "Report Post" in the OP to get the mods' attention. I'm gonna grab this even though I'm not great mod maker, just so I can try making some CrewLight settings; the fact that it's no longer necessary to reboot relog to see changes in models is awesome. ETA: I've made a report on your behalf, don't know if it's appropriate or sufficient but figured it couldn't hurt! -
[1.12.x] MissingHistory v1.9.3: Handy parts to complement Making History.
JH4C replied to Snark's topic in KSP1 Mod Releases
Is an official announcement really a leak? @Snark I think your hastily considered plan has merit. Presumably there'll be a need to keep some of the MissingHistory stuff available after 1.5 if only to allow loading of .craft files so people can change parts, if they so desire. -
...But all parts are always available in both editors anyway? I've never seen a part only display in the VAB or only in the SPH, it's just not how the game works.
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Roemy-Lemdum Atomics, according to the Agents.cfg file.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
JH4C replied to Nertea's topic in KSP1 Mod Releases
It helps me keep track of what I'm installing, including whether or not it's something I've already tried and had problems with for whatever reason, be it conflicting with another mod or it not working well alongside my OS or hardware. Having to download 250+MB before finding out that I can't use this because of one small file is disappointing. It also seems to be accepted good manners in other release posts to mention all dependencies, be they mandatory or optional. There's also deeper stuff about increased complexity of installing some mods due to historic splintering, but that's a discussion for another time and place. Just thought it might be as helpful to others as it would be to me, hence mentioning it at all. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
JH4C replied to Nertea's topic in KSP1 Mod Releases
Small suggestion: it would be nice if the mandatory dependencies were mentioned in the OP, even though they're included with the download. -
It's definitely different! Your enthusiasm for it is very infectious, although I have no idea what I might use it for other than as an orbiting orrery... Have you considered using one of the various animation plugins? I think Animated Attachment might be a good one to use, you could get the rings to precess around the planets and/or the moons to orbit. If you put the main attachment nodes into the centre of the bodies, then rings would automatically fit centrally around every body. Oh, and Uranus doesn't so much rotate backwards as on its side; it's defined as ~98 degrees prograde rotation, compared to our 23.5 degrees prograde. I don't think you currently have any attachment nodes that aren't on the equator, so it might be extra tricky to achieve this. I look forward to seeing where this goes!
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Woohoo! Thank you very much; I'd even tried using websearch rather than just site search but hadn't found that. And thank you @linuxgurugamer for updating the OP. Bug report: Mk2 Twin Afterburning Turbofan is permanently making noise as if it was left idling. Interestingly if you toggle the engine mode to wet, then back to dry, you can even get a fireplume come out the back and the engine note changes briefly; no fuel is consumed, the engine is generating no thrust, it just keeps whining (much like me! )
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
JH4C replied to Nertea's topic in KSP1 Mod Releases
@Nertea I'd have loved to use these parts but I started playing with 1.4.2, so have never installed them. I hope the final polish will include an update, maybe that would also encourage more people to install them? -
[1.8.x, 1.9.x, 1.10.x, 1.11.x, 1.12.x] KW Rocketry Rebalanced
JH4C replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer found a small bug in the included subassemblies: Both 3.75m variants have been built while a typo existed in the partname for the WildcatXR engine, leading to them both failing to load because they expect to find a part called WildcarXR instead. I've run a S&R on both subassembly files, changing the appropriate letter, and they seem to work fine with no alignment issues. I don't know how to make the appropriate changes in the correct manner on Github, but I did open an Issue about it. Filenames all start "Launcher 3.75m", problem exists in both Default (Procedural) and FAR Legacy variants. -
For those that like some variety, I've tested and found that you can add these rather than simply replace the existing files and it'll just pick one at random. I like the warbles, but I also like the Morse code, so this is good for me.
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
JH4C replied to Athlonic's topic in KSP1 Mod Releases
For those that like some variety, I've tested and found that you can add these rather than simply replace the existing files and it'll just pick one at random. I like the warbles, but I also like the Morse code, so this is good for me.- 751 replies
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