Neevenzz
Members-
Posts
6 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by Neevenzz
-
[1.12.x] Docking Camera KURS Style Re-Adopted (Fixed in 1.9)
Neevenzz replied to linuxgurugamer's topic in KSP1 Mod Releases
Having an issue with my screen going full-screen when I enter into the docking cam. The normal cam stays on the screen, so it's not affecting my actual ability to dock, but I much prefer having the view outside of my ship or IVA. Just started happening out of nowhere, didn't change or tweak anything. Tried using it on 1.9 & reverting to a 1.8 save. Is there an option I could have enabled by accident or something? -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Neevenzz replied to TriggerAu's topic in KSP1 Mod Releases
Sorry to just get back to you. That wasn't the issue. I only had 3-4 alarms set, then once I added about 10, the list decided to stay expanded. Really not sure what the issue was, but it's fixed now. Thanks for the suggestion. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Neevenzz replied to TriggerAu's topic in KSP1 Mod Releases
Having an issue with the GUI not scaling to show me the number of alarms I would like to see. No matter the number, it only shows me a single alarm with scroll bar. Not sure if there's something I'm missing or not. Any help would be appreciated! Thank you! -
Howdy. I'm really, really new to the game, & I'm interested in getting into a heavily modded save. I'm just curious as to how you actually get real reflections to appear on visors. I'm somewhat unfamiliar with cfg files, but I can find my way around them fairly easily. Just wondering what the steps are exactly to get real reflections working. I'm having a bit of trouble understanding what exactly needs to be done after TR is installed. Thanks in advance for any help.
-
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
Neevenzz replied to ev0's topic in KSP1 Mod Releases
@ev0 Yup, went ahead with Propagate Science. I was more unclear on what distributing the points actually meant, but it made sense as soon as I started the game. Having never played with hidden nodes before, it just wasn't registering with me at first. All good now! Significantly more fun & strategic! Thanks again! -
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
Neevenzz replied to ev0's topic in KSP1 Mod Releases
This is probably a pretty straight-forward question/answer, but I'm just having a bit of trouble understanding what the "Transfer Science" option does. I'm sure it's clear as day, but it's escaping me right now. Fairly new to the game, & I'm starting my first actual full career playthrough today after about 450 hours of getting completely used to the game & mod set I'll be using, but this one option just isn't registering in my brain right now. I'm basically looking for the most difficult settings possible. Could've tested it myself I guess, but I figure now is as good a time as any to join these wonderful forums instead of just browsing them! Thanks in advance, & thank you for your work in this crazy awesome mod community!