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BigFatStupidHead

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Everything posted by BigFatStupidHead

  1. Have you built a working helicopter yet? There's some good tutorials for that kicking around the forum. Also, try downloading a working helicopter to dissect. Once you have the basic principles down, a quadcopter isn't any more difficult to make than a helicopter.
  2. If you don't mind using ModuleManager, it shouldn't be too difficult to add some ablator to all aerodynamic parts... default it to empty and it would probably work pretty well.
  3. Nice update. Thanks for keeping the mod up to date!
  4. If it helps to have an example, I added the resources from Progressive Colonization Systems to CC. You can find the files on my github.
  5. So far, so good. Next up is hard mode, where Kerballed parts cost power to run the AC.
  6. The first thing I do with ALL my (legitimately purchased, mind you) games with DRM is find a no-DRM patch. Though I actually don't buy any games with DRM anymore.
  7. It is true that stele is a more apt description, but I'm certain that Monolith is meant to reference 2001 - A Space Odyssey.
  8. So, I loaded up KSP in Windows, and containers deployed properly. So I think whats going on is some sort of Linux issue.
  9. Can you not just turn off the machinery storage tanks? You know, with the little button that's beside it?
  10. I shoved my savegame up to my github. The only mod needed to load the orbital station is https://spacedock.info/mod/2384/Stockish Project Orion. Updated the save with a modless station. And this time I made sure the upload actually commited. Go me! Thanks for taking a look!
  11. Now that this is updated to 1.10, I can finally ask... Is anyone else having issues with orbital containers not deploying, or subassemblies not being oriented properly in orbital containers with their open nodes towards the D side?
  12. There are instructions some pages back on how to make it work in 1.10; you need to make a whitelist and an ignore list. I'm not sure what the ignore list does, but it might be a belt and braces situation.
  13. I don't usually like watching video tutorials, but I watched this one. Good information, and some neat ideas I haven't seen before. Good job!
  14. Release 4 appears to be working with my brief look - OPM gas giants all look like OPM gas giants, Snarkiverse properly scrambles the system up, etc. Good to see you're back on Kopernicus, and there's no torches or pitchforks this time!
  15. Well, the license is MIT, so Fengist has implicitly given permission for anyone to do basically whatever, as long as the license remains MIT. And I think it's great to see this mod come back. Thanks!
  16. Oh! Just grab the one you like and copy it to one directory down, where your current persistent file is located. Do whatever to the not-working save, rename the backup to "persistent.sfs" and you should be good to go! ...You can also try loading one of your quicksaves too? Same process, but your current quicksave might still be working. I'm just checking now if they're loadable from in game somehow. I can only find a way to load them in-game, which your current broken persistent prevents you from getting to. I thought there used to be a way, but guess I was mistaken.
  17. I think this may be part of a stock 1.10 bug, where the merge button in the construction buildings doesn't work.
  18. There is a backups directory in your KSP/saves/"yoursavename"/Backup directory. Hopefully one of those is good. And on a second read it sounds like you already found that. Good luck!
  19. If you are lucky, the game has a backup directory for saves too. Maybe it has one in there that isn't too far back?
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