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ZeroA4

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  1. On a clear install from CKAN of the 2.4.5.2 version the TRAJ button does not show up neither in stock or in blizzy toolbar. Installing it over the 2.4.2 version and telling CKAN to KEEP the old folders appears to solver it. It appears to be a missing config.xml file from GameData\Trajectories\Plugins\PluginData\Trajectories\config.xml. There are also some empty folders in GameData\Trajectories\Plugin\PluginData\Trajectories (please note the "Plugin" in singular). I hope to have helped. Thanks for the usefull mod
  2. Hi @linuxgurugamer. I know you are not adding new features but could you look for a feature regression from Crzyrndm's Pilot Assistant? I mean the WASD keys used to work in Crzyrndm's Pilot Assistant as a quick way to fine tune the autopilot. Somehow Kramax does not do this. Could you please look into it? Maybe the code is still there just commented out or disabled somehow. Thank you for maintaining so many great mods like this. Thanks, ZeroA4
  3. Could this mod add alarms to the Kerbal Alarm Clock of when a Kerbal will return? Like as KCT does for when a craft will be ready? It would be of great help early in a career when we are short on moneys. Would it be too dificult? Again thanks for keeping so many great mods alive!
  4. But how come other mods with wheels have updated? Mean no pressure. I am not asking this to try to speed up the update. Please don't get me wrong. But out of curiosity. I know that Karibou, Ratpack and the new Malemute are from Roverdude and even Firespiter is maintained by Roverdude and Roverdude is Squad now. But there is still Angel-125's Pathfinder, keptin's KAX... all updated to 1.1.2. How they managed? Are Adjustable Landing Gear wheels much different ? Is there other problems ? Can't people from those other mods help? Again. I mean no pressure to anyone to update faster. Please don't ban me. But I read some pages back. Find a lot of "1.1 changed wheels behaviour and that is why ALG is not working/updated yet" but that don't explain why other managed. One would assume no mods with wheels would be able to update. Lastly but perhaps mostly important. Thank the mod. Those are the best wheels in KSP IMO.
  5. Wow! Thanks for the fast update! I was afraid of having been too confusing with my broken english! I have already tested and it is working perfectly! Thanks again!
  6. Hi Angel-125, I love your mods. But I was finding it very difficult to use with USILS. Turns out that in my install the STORAGE_TEMPLATE for the USILS resources (Suplies, Mulch...) is being ignored somehow. I can't get a Buckboard (nor any other storage part) to have the Life Suport option on the GUI (and the resources). The Fertilizer one appears somehow... and the inflatable parts have the USILS converters... Like the only way to get any part of you mod to have "supplies" is to have a Greenhouse! I thought i could edit some files to force it to work... like removing the ":NEEDS[USILifeSupport]" from MM_USILS.cfg, but I still can't . I did a full new install. Manual install from the updated zips... I have this problem for some time now... I saw that you and Roverdude where talking about updates... Did another new manual install of just KSP, KAS, KIS, USILS and Pathfinder... nothing... no Life Suport storage parts... Please help! I am using KSP 1.0.5.1028 32bits on a Windows 7 64bits Here is the content of D:\Games\KSP 1.05 SM1\KSP_Data\output_log.txt http://paste.ubuntu.com/14862171/ (I Alt-F4 just after loading a Buckboard on the VAB) And here is the screenshot of the Gamedata folder of my test install and the Zips I used to test
  7. By reaching orbit the Gremlin program had achieved its original goal. It has expected to be substituted with something bigger with greater goals. But the budget didn't allow for bigger engines nor bigger capsules. Only some new science experiments. So the program carried on with a new not so great objective of doing sub-orbital flights to gather science. Gremlin VIII No original screenshot. Has craft file. Has Flag. The new objective looks easy. Land on the Nurf Pole. It should be a big enough target. Can't be missed right? "Here landed the mission that aimed to land on the Nurf Pole." Lenemone Kerman Gremlin IX No original screenshot. Has craft file. No flag. 2nd try. Landed on water. Farther away from the ice caps than the last try. Gremlin X No original screenshot. Has craft file. Has flag. 3rd try. Landed on grasslands! Even farther away than the last try. "Landing at the Nurf Pole is harder than we thought." Huding Kerman Gremlin XI Has original screenshot. No craft file. Has Flag. 4th try. Landed on grasslands. Somewhat closer to the ice caps than the last try. How hard can sub-orbital flight be? "Landing on the Nurf Pole still elude us." Kelrick Kerman Gremlin XII Has original screenshot. Has craft file. Has flag. Finally the Ice Caps! "Finally we managed to land on the Ice Caps! The number 12 might be lucky after all!" Huding Kerman Gremlin XIII Desert Has original screenshot. Has craft file. Has flag. Hitting the desert was easier! "13 is not such a bad luck number after all. Perfect mission... err nevermind the landing." Joerod Kerman Gremlin XIV No original screenshot. No craft file. No flag. No record of this mission being launched or what was its objectives. Simply no one remembers it having ever occurred. Gremlin XV No original screenshot. Has craft file. No flag. No record of this mission being launched or what was its objectives. The craft has more boosters but no landing legs. Maybe it was just an unfinished prototype. Six rockets launches to reach mere two objectives. Two big, visible from space objectives! The Gremlin Program is shut down again before trying to the badlands. Not our brightest moment. On the plus side we now have the science and the technology to finally make some proper satellites!
  8. I had the bug of the cockpit interior appearing outside. It even survives a reinstall. I track it down to the Karbonite Plus 0.1.1. It has a DLL with same name and smaller size. Overwriting it with the ExpPack 0.1.1 one solved it.
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