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Everything posted by Fyrem
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KospY, Majiir : thank you very much ... for everything..
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Fyrem replied to Athlonic's topic in KSP1 Mod Releases
Posting so I can find this thread later.... Keep up the GREAT work.!- 751 replies
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He was gone for last month. Hopefully he will be jumping back in asap.
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Apollo13, while this is not the solution you are seeking, you should be able to [ or ] to make the experiment the active ship, and FOLLOW it down to land. you would get the proper credit just fine then.
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Fyrem replied to ethernet's topic in KSP1 Mod Releases
Woot! Thanks Ethernet! -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Fyrem replied to Paul Kingtiger's topic in KSP1 Mod Releases
yes please! -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Fyrem replied to ethernet's topic in KSP1 Mod Releases
Cmagnuson, WELL DONE on the vid.. that will help Just to double check everything: click on THNKR space Lab insure that it currently says State: operational, eurekas : does it say "No experiments" or "paused" click on Zooology Bay, insure that it currently says State: operational, That it HAS some Kibble, is Science: Hibernating or something else? Let us pick the simplest Experiment. click Start Experiment on the "PLANT GROWTH" one. now, Fast forward a few hours. did you get any eurekas? no? hmmm. ok, llets doublecheck file structure. first, insure you have the MOST RECEENT version, infact, just delete what ever you have now, and redownload. delete GameData\StationScience and recopy it from a FRESH download you should have GameData\StationScience\parts (the parts) GameData\StationScience\plugins ( 1 dll) GameData\StationScience\resources (5 files) restart KSP, and take another look at your station. anything new? try to restart PLANT GROWTH. Fast Forward an hour. any eurikas? oh, and what other mods do you have? -
Question, (once TestPoints are working again)... If I run these experiments while in Kerbal Orbit... would I get any benefit by building a station in a Minmus orbit.. and running them again? Duna, Jool, etc?
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"Launch to rendezvous just waits for the target to be directly above it then it launches. " yeah, that IS what it will do the FIRST time (per rocket). Once it launches , let it get to the Alt and then let it Circ... and finish. THEN it will know the proper Lead Angle that this rocket needs. ESC- Revert to Launch. Now when you select your target, you will see a NUMBER other than Zero, in the Angle box. Click Launch to rendezvous. All will be well.
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that is exactly the same thing that is happening to me. CCFE shows : Status Running : Testpoints 0.00/18.00 MSL-1000: State: Operational Productivity : 0.53xxxxx Vessel productivity 1.7xxxxx Mep825: Lab status : idle Platform extended (it can be made to extend and retract just fine) Pause Research: can be paused, or resumed just fine however, the TEST animation itself never ran. nothing was pulled out to expose. TH-NKR State: operational Eurekas : no experiments If it helps This is on 32bit, and the Station Science mod itself is working fine.
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Fyrem replied to ethernet's topic in KSP1 Mod Releases
Thanks Ethernet! -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Fyrem replied to ethernet's topic in KSP1 Mod Releases
Rakh, right after 24.1 came out, Ethernet published a NEW version of this mod.. you likely will have to update. The problems you mentioned are exactly the problems Ethernet fixed -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Fyrem replied to ethernet's topic in KSP1 Mod Releases
gRR, Curse can take 24 hours to update.... sigh. will wait.... -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Fyrem replied to Yogui87's topic in KSP1 Mod Releases
the link isn't SUPOSE to work. just hover over it. and see where it would go. it is a poor forums "spoiler" tag. it is enough information to let Yogui87 know that I found the Easter Egg. With out actually ruining it for everyone else. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Fyrem replied to Yogui87's topic in KSP1 Mod Releases
If I knew how to do spoiler tags I would.. but all I can do is to hide it in a url tag. Hover over to see Easter Egg Spolier -
call the Kerbal Police, someone stole my Internet packet! Anyway, thanks Vendan, I will be RE-enableing that update check as soon as I update ... if I remember to update.. since.. .. well.. I am not reminded anymore....
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psst, are you sure the "new account registration" emails are being sent out? edit: got it! yeah, about 30 min.
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[WEB APP] Ribbon Generator [1.1.2] [ABANDONED]
Fyrem replied to Moustachauve's topic in KSP1 Tools and Applications
Woot! thank you for Hosting! Are you requiring the actual ribbon images to be copied out, and served from imgur or such ? ... that would dramatically reduce the hits. -
Shouldn't you ask that in the "CSS space shuttle" thread? This thread is "BobCat Ind. Space & Planet products "
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Fyrem replied to Paul Kingtiger's topic in KSP1 Mod Releases
sweet, I look forward to using this in .24 -
To anyone that can not find all the parts , AND you are using career mode... you need to make these edits.
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somewhere after the // --- asset parameters --- or the // --- editor parameters --- Tags, put these 2 lines TechRequired = veryHeavyRocketry entryCost = 15000 (or, you can change the TechRequired to be "nuclearPropulsion" or "specializedElectrics" or any other late stage research node, if you prefer to mix up where the items are found, based on if they are solor panels, or what ever) also you can adjust the "entryCost" to be anything you like, but something atleast 300 for small parts, ... 5000 for pressurized living areas, and 10000+ for complicated (living, plus thrust, plus other stuff) items. so, I put all the truss parts in the specializedElectrics for example.