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KSP2 Release Notes
Everything posted by Lucid Hills
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Do you mean that I have to install the whole of freetrack inside of the KSP install folder or just copy the "FreeTrackClient.dll" file into the KSP install folder? I just copied the file. If that's not it I'll continue. I Moved my KSP install folder to "C:/games/squad/" and updated all the mods from the list you gave that had updates and uninstalled KerbQuake but It still did not work. I then made a fresh KSP install into "C:/games/squad/", installing only KerbTrack into the "GameData" folder and copying the "FreeTrackClient.dll" to the root folder. It still isn't working for me. I am leaving FreeTrack running as I open and run KSP. I know that's working because I have it's icon in my toolbar indicating so. I have uploaded the same files as before but from the fresh install this time to a new dropbox folder. Thanks so much for all this by the way!
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I'm running off Windows 8.1 64bit I found two "output_log.txt" files so I just put both in a dropbox folder in the sub-folders I found them in. Plus I added the "KSP.log" file because it looks like it has some useful info on my computer. Oh and I'm forcing OpenGL in my game if that matters. Any other info you'd like?
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Yeah I thought of this. I was thinking that Kerbals would have likely already mapped their planet from the surface though probably not very well because they are kerbals. So I was thinking something like this: And maybe a similar sketch for Mun but of just semi random craters across the surface. Yeah that's a great idea. Like you could map in very high detail but in a retentively small area. Of course.
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The thing I don't like about the current map view is it kinda breaks my immersion. It's too detailed. You can see all the details on a planet or moon without having to work for it. My idea is that you build your own map as you go in a sense. When you start off, all you have is a very visually basic map view showing the positions and rough size of some of the close, larger celestial bodies (stuff that'd likely be visible in the kerbin night sky) but that is all. This starter map view would have no surface detail whatsoever on any of the present bodies and would be completely missing some of the more distant planets, all moons (except Kerbin's), and all asteroids. You would use satellites and telescopes to expand and add detail to this starter map. With a satellite in it's orbit you could scan a body's surface, overlaying this information onto the body's suface as the satellite scans, filling in detail. Telescopes could be used from a Kerbin orbit to scan for asteroids and new distant planets plus if used to target on body, could scan for moons in it's orbit and provide some very low res surface detail to that body in map view. I also see this mod working well as a nice basic 3D map that could work well with RasterPropMonitor. I could make this mod myself but rather than you all having to wait on me to learn how to code, if there is someone who'd like to take this idea and make it reality in a more realistic time frame than what I could do it, then please by all means go for it.
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I can't get this to work. I went and got freetrack, build a 3 point cap (with both red and Infrared LEDs at each point), Set up my webcam. I got it working in Freetrack's client with their test stuff. I copied the FreeTrackClient.dll into KSP root folder as it says on the front page. Followed all the instruction I could find but when I load up the game and go IVA, making sure KerbTrack is Enabled (I had to change the keybinding because my computer has no scroll lock) and nothing happens. I increased the sensitivity in the pause menu but absolutely nothing happens. Is there anything I'm obviously doing wrong or missed out?? Is there any written or video instructions on how to install and get this mod to work?? I've been dying to use this mod since it came out. I hope someone here can help me get over this last hurdle. Thanks so much in advance.
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[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
Lucid Hills replied to Gaius's topic in KSP1 Mod Releases
Which mod are the structural pieces in the example picture on the front page from?? -
Works for me...? I'm using 64 bit, but am forging OpenGL to cope with my 80+ mods. Maybe you should try that?
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If I can make a suggestion, could you please start using a version number system. It makes it easier to keep track of updates.
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[1.3] Kerbal Flight Data (Release 23, 2017-08-14)
Lucid Hills replied to DaMichel's topic in KSP1 Mod Releases
If I can make a suggestion, could you please start using a version number system. It makes it easier to keep track of updates. -
Would there be any way to get this mod to work with the Dv Calculators 'Kerbal Engineer Redux' and in 'MechJeb 2'? At the moment they do not take this mod into account.
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Lucid Hills replied to sumghai's topic in KSP1 Mod Releases
Thanks for the tip. This seemed to do it. But I seem to have found a bug with the parachutes from this mod. They work perfectly but are invisible. I tried it with stock and realchutes and they are visible. It's just the ones from this mod. If you can see it in the pic, the this mods 'chutes are deployed but you can't see the lines and if I was to zoom out, you wouldn't see the 'chute. Known issue?? -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Lucid Hills replied to sumghai's topic in KSP1 Mod Releases
Is there any known issues when using this mod with certain other mods? I have 75+ mods which worked fine until I added this one to the list. I could hunt down the conflict but it'd be a huge task so I thought I'd ask first. Since I added this mod the game crashes when I either try to open a saved game, or when I try to do anything from the space centre like opening the VAB. It's also quite possible the crash has nothing to do with this mod and it was just the last straw that pushed my computer over the edge. -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
Lucid Hills replied to RoverDude's topic in KSP1 Mod Development
Probably has already been asked but how does this mod fair when used along side dtobi's "Asteroid Cities" mod? -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
Lucid Hills replied to dtobi's topic in KSP1 Mod Releases
Probably has already been asked but how does this mod fair when used along side RoverDude's "Asteroidal Resources" mod? -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Lucid Hills replied to MacTee's topic in KSP1 Tools and Applications
If not hover text, can you please add another feature to indicate to the user what is conflicting with what? It's annoying kinda to hunt down the conflict. Also when you update the conflict detection, can you please having it only indicate conflicting files rather than conflicting folders (or have it as an option) because some mods share folders. Would it be possible to link a mod straight to it's GitHub? It's commonly used by modders and it seams like it'd be the easiest place to update from. Other very minor suggestions I'd make are: - Can to have the list scroll past the end of the mod list a little bit. About 200px of empty space below of the end of the list should do it. It'd just be easier on the eyes personally. - A simple count of installed mods somewhere. - An order by tab for installed/uninstalled mods. - A force OpenGL option for the launch KSP button. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Lucid Hills replied to MacTee's topic in KSP1 Tools and Applications
This is a really great program. Super useful. The one main annoyance I have is you can't quickly tick/untick mods. When using 50+ mods at once it becomes a hassle to tick each mod one by one when I want to change something. At the moment, you can select a bunch of mods by clicking one then clicking another while holding shift, but when you tick/untick a mod in this selection it breaks the selection and only ticks that one mod. I wish it would copy the action to all other selected mods without breaking the selection. Another function I think this program could do with is when you have a conflict (yellow text), it would tell you what it is conflicting with when you hover over it or something. -
Simple balance changes for stock parts
Lucid Hills replied to jacobgong's topic in KSP1 Mod Development
Why set landing gear to have no mass? All the other changes make sense but making landing gear have no mass feels quite cheaty. -
Au$tin, can you please publicly post your idea here. I think we would all really like to know what you've got in mind before we offer to help out.
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I have noticed that there are a bunch of users that have large avatars at 200x200 which is obviously larger than the maximum 64x64. Are these old accounts before a restriction on avatars were enforced or is there a way around the current size restriction?
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I can't seem to find the landatrons anywhere in game. The Hexcans are there but no landertrons. I have downloaded 0.06a and copied the files in source and gamedata to those folders. Ideas? Edit: I opened up a sandbox game and found them so I just haven't unlocked them in my campaign yet. Where are they in the tech tree then?
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What's the idea?