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Steel_Saint

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Everything posted by Steel_Saint

  1. Same here. Left handed and keybinds are almost gamebreaking for me also. KSP 1 should be your example of keybinding. I use a 48 key keypad with my right hand and mouse with left. I can use autohotkey to rebind some of these but some keys which i used to be able to use dont work out anymore like kerbal movement and eva jetpack controls, you used to be able to turn pack on and off and use same buttons to move now you cant.
  2. How is ground travel now? (early on it was a little buggy for flipping rovers around.) I like to use rovers and unmanned rovers.
  3. Mod conflict bug. I am running 1.11.1 with main mods USI/MKS w/ TacLS. (yes I know 1.10 support only) The bug is that when capsules like Bluedog Hermes or Corvus are loaded at launch the EC is stripped off at the launch loading scene. So in VAB the EC shows up but when loading into scene you can see the EC show the correct value then go to zero. It does not happen on stock Onion or stock starter probe. I had removed about ten mods that may have touched resources in some way and when I removed Near Future Electrical with it's Dynamic Battery Storage dependency the EC at launch was working again. Adding back Kiwi tech tree without those mods and EC also worked again. I did not get a chance to try Dynamic Battery Storage alone without Near Future Electrical, my load times take forever. Thanks for your time.
  4. I am also having this issue. New career 1.11.1 and I have tech unlocked to T7 and some T8 and I have all the same contracts for Bluedog reappearing even after declining the ones I am not interested in. I did a few of them, but perhaps you could set the ones that unlock new ones to "Never Expire" so we can tell which ones need to be completed to progress.
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