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KSP2 Release Notes
Everything posted by Fyrem
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[0.22] Extraplanetary Launchpads Legacy Thread
Fyrem replied to skykooler's topic in KSP1 Mod Releases
you can skip coping anything MacOS related when you install the files. however, they really shouldn't effect anything. (and haven't for anyone else). Thus, i suspect you installed it into the wrong folders to begin with. -
International construction ISS in Kerbal orbit.
Fyrem replied to BobCat's topic in KSP1 Mod Development
I beleive if I put one arm that the s0-s1 seem, and another arm at the s0-p1 seem, then I think I can reach as far as I need to. well, I am going to try it anyway. (yes, yes, I know .. I would have a non-accurate ship, so sue me). -
seriously? that is where you PUT the partcatalog folder that is in the download.
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[0.22.X] BobCat ind. Historical spacecraft thread
Fyrem replied to BobCat's topic in KSP1 Mod Releases
Bobcat, in the Soviet pack, you may wish to add CrewCapacity = 0 to the MIR_probe part.cfg If the Mir probe is the Root part, it fills with 3 kerbals... poor guys... just get decoupled into space with not even a crew hatch to escape out. -
since you are not asking a complete question, we can not give you a complete answer. based on what you DID ask, here is the answer: Basic refinery: Power (solar panels, tons of RTG, something) Empty tank of the fuel type you want Med/Heavy converter Kethane Tank Kethane drill (optional, if you get the kethane from a different ship) there. a basic refinery.
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International construction ISS in Kerbal orbit.
Fyrem replied to BobCat's topic in KSP1 Mod Development
Darth, really, the craft file that comes in the NEW ISS version works fine. you must have forgotten to update yours. The Craft file in the New version of the download works fine. Redownload the ISS mod, and make sure you update the SHIP Folder. it works fine Darth. (I answered once for every time he asked the question). make sure you are in the SPH, and that you are loading ISS (stock). not some other verison of it) -
[0.22.X] BobCat ind. Historical spacecraft thread
Fyrem replied to BobCat's topic in KSP1 Mod Releases
HGG, that IS what he said. -
International construction ISS in Kerbal orbit.
Fyrem replied to BobCat's topic in KSP1 Mod Development
as I understand it, and no, I haven't seen the files (so likely I should just keep my mouth shut but anyway...) The issue was trying to have 2 docking ports. that was the issue. It is very possible that nothing was "wrong" with the file, but that trying to have 2 docking ports on the same part, caused Unity/KSP to choke. the issue was solved by making it a 'one' port part. requiring a CBM on the other side. at least that is what seems to have been the issue - from someone watching from the outside. -
[0.22] Extraplanetary Launchpads Legacy Thread
Fyrem replied to skykooler's topic in KSP1 Mod Releases
Skykooler, so one unit of Ore makes one unit of Metal which makes one unit of rocket parts? (1:1:1) Someone else previously mentioned that it may be more "real" to use something a bit more like 1.5:1:0.8 or something like that. 1 ton of raw ore shouldn't make 1 ton of processed metal. and there would always be some 'scrap' when manufacturing metal into a finished rocket part. even a 1.5:1:0.8 conversion is being very generous. Something to consider. -
International construction ISS in Kerbal orbit.
Fyrem replied to BobCat's topic in KSP1 Mod Development
Wonderfull, Thank you everyone for your hard work. Now I am off to the launch pad to put this one into orbit piece by piece. (again). -
Sax, if your asking "Can I use KLF if I have x, y, and z mods?" .. then the answer is yes. it doesn't matter AT ALL what mods you have, or the people viewing you have (other than KLF itself). oggylt, umm, if you want something that updates THAT fast, why not just use Google+ Hangout? you can have it display the KSP app window directly. the FPS would be much better. (and the server space wont be wasted saving a pic every 1.5 seconds).
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Kerbal Space Program Trajectory Optimization Tool
Fyrem replied to Arrowstar's topic in KSP1 Mod Development
Great! I will check it out asap. (did you get any response from Mechjeb author?) -
Just to be clear: step 1) rename the subassemblyloader file (what ever it is) to subassembly.dll.Donothingrightnow step 2) install partcatalog run KSP step 3) use CTRL-Click on the PartCatalong icon. this changes to layout of partcatalog to "vertical" and moves the Icon to the lower Left of the screen step 4) exit KSP step 5) rename the subassemblyloader file (what ever it is) back to subassembly.dll (or what ever it was before) step 6) restart KSP step 7) profit!
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BobCat Ind. - Colonization, exploring and research vehicle
Fyrem replied to BobCat's topic in KSP1 Mod Development
Meraco, because, they are bobcats files. and NO ONE is going to publicly distribute a changed version of them. No One. when a mod author abandons KSP for a long time, (months and months of no forum activity for instance) then it would be acceptable for someone else to step up and edit/change/update the mod and re-distribute a new version. Bobcat is still VERY active in KSP, Bobcat is writing new stuff, making new things. When He, and Only He, gets around to re-packaging a v.20+ version, then he and only he will distribute it. It is out of respect, and License rules, and common curtisy that no one else will do it "for him". -
[0.22] Extraplanetary Launchpads Legacy Thread
Fyrem replied to skykooler's topic in KSP1 Mod Releases
Agreed. This makes sence -
illectro, I seem to run into you in most every game forum I am in, lol. (star citizen, ksp, etc) hmm, didn't know you lived so close, kewl.
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[0.20] Subassembly Loader - 0.20 Compatibility Patch
Fyrem replied to TheUndeadFish's topic in KSP1 Mod Releases
how about, "Fuel lines and struts may not work if saved this way. Drag from the 'Root Part' to insure a clean save" or something like that? -
[0.22.X] BobCat ind. Historical spacecraft thread
Fyrem replied to BobCat's topic in KSP1 Mod Releases
yes, that works fine, I did it yesterday as was the fastest way I could get the LK crew landed. -
[0.22.X] BobCat ind. Historical spacecraft thread
Fyrem replied to BobCat's topic in KSP1 Mod Releases
thank you Bobcat... always a pleasure playing with the parts you make. -
so, what is the ISP of that seat?
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[0.22.X] BobCat ind. Historical spacecraft thread
Fyrem replied to BobCat's topic in KSP1 Mod Releases
relax guys, let the man have a few days off now and then. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Fyrem replied to TriggerAu's topic in KSP1 Mod Releases
so, set an alarm for the "closest approach ever"... meaning 10y, 45d, 2h, 6s? How long do you want to wait to get that "last inch closer" the 10 year from now distance may only be 1 meter closer than the 1hour from now approach. -
Is there anyway to get the icon moved over a bit? It lands at exactly the same spot as Subassembly Loader's icon...
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[WIP Plugin] Extraplanetary Space Centers!
Fyrem replied to skykooler's topic in KSP1 Mod Development
wrong thread, sorry