dronkit
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[1.12.x] Tweakable Everything Continued (replacement)
dronkit replied to linuxgurugamer's topic in KSP1 Mod Releases
@Geonovast@linuxgurugamer Thanks for your responses and sorry for the mess. I think I figured it out. I forgot to install ToadicusToolsContinued and now the game starts ok altough ToadicusTools isn't compiled against 1.9.1. Play testing is pending. CKAN doesn't install TweakableEverything because the dependecy ToadicusTools isn't listed as compatible with 1.9.1. Weird that TE throws exceptions ad locks when TT is missing instead of giving a message. -
[1.12.x] Tweakable Everything Continued (replacement)
dronkit replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi @linuxgurugamer and everyone. I have this issues in 1.9.1.2788, with Making History 1.9.1 and Breaking Ground 1.4.1. First of all I don't know why in CKAN, TweakableEverything Continued appears as max version 1.9.1 but still it appears as not compatible with my installation and it's not possible to install via CKAN. I don't know if it's something on your side. Sencond and most importantly, now I downloaded and extracted tweakable everything 0.2.0.1 to GameData and the game gets stuck loading while saying "Verifying expansion: Breaking Ground SquadExpansion/Serenity", but above that bar it says "Mod(s) DLL that are not compatible with this version of KSP: TweakableDeployablePanels 0.2.0.1 GameData\TweakableEverything\Plugins\TweakableDeployablePanels.dll" Pasting a part of ksp.log i think relevant: <snip> Anyone else has it? Is it a known issue? Thanks! -
This mod is all I ever wanted! nice work! Only one question. I understand and read the discussion about density, how units of different propellents are equivalent to different volumes and it's only fair to guide by those models. Bout I and many players are used to the "units" of fuel, lox, monopropellant, xenon. Is it possible to have the interface to show in units, but still respecting the volume rule? I really don't care about mixing monoprop or Xe with fuel, I mostly want to tweak the fuel/lox ratio for spaceplanes or nuclear ships. Maybe in the mod interface have a slider or volume/volume percentage display while also showing the final number of "units" of each propellent in the tank? Most annoyingly, the VAB interface has changed and even for stock tanks, when picking parts, units are not shown anymore, only a bunch of strange numbers I don't know what they are. It would be great to have the normal displaying of tank information back. That's my suggestion. Thank you very much!
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
dronkit replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ So since Feb 1 the Legacy parts are not supported, meaning future versions will not have them, right? But KAS will still be active? Will there be a 1.6.1 compatible version on CKAN? Will the latest one work now on 1.6.1 if I installed it manually? thanks for your work! -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
dronkit replied to Nils277's topic in KSP1 Mod Releases
Thanks! Indeed, the contract was accepted before PBS was intalled. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
dronkit replied to Nils277's topic in KSP1 Mod Releases
Also, I use the mod XenonISRU for having my ISRU converters produce Xenon, and here I share a CFG to add that capability to Planetary Base System's converter, too. Requires ModuleManager. I have a contract that requires my base to have a Cupola. Can anyone help me determine what module/text to add to PlanetaryBase's Cupola so that my contract recognizes it? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
dronkit replied to Nils277's topic in KSP1 Mod Releases
Hi! I'm a noob to Planetary Base Systems and to KIS. Can anyone give me some advice / instructions on flying and building a base? I built a nice base in my VAB. I tried using KIS to store all parts, but when I test the construction procedure once on the launchpad, my engineer is unable to remove a habitat module from a storage container. His own inventory cannot hold it. Is there a way to remove the habitat module directly to the ground? And once I get it in the ground, will he be able to move it around? Or the way to go is to attach the base modules more or less in a rocket-y fashion, land, then detach and reattach in a base-y fashion? Will my engineer be able to move them around? Also, even if I fly my central hub (not stored) and land it, how can I then attach it to a cement pylon? Thanks! -
[1.12.x] Tweakable Everything Continued (replacement)
dronkit replied to linuxgurugamer's topic in KSP1 Mod Releases
Oh I'm so sorry! It works just fine! I figured this mod allowed me to do other things such as changing the fuel type and amount of tanks, part size and so on! I was mistaken. Cheers! -
[1.12.x] Tweakable Everything Continued (replacement)
dronkit replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi @linuxgurugamer! I see that TweakableEverything Continued version 0.1.20 is available in CKAN and in Spacedock and it claims to work in KSP 1.3.0. I have it installed via CKAN but it doesn't seem to work at all. No new buttons in the toolbar or new options right-clicking on parts in the VAB appear. Is it just me? I have 1.3.0 x64 in windows 7. Thanks! -
[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
dronkit replied to nightingale's topic in KSP1 Mod Releases
Reporting that CPAS is working in 1.3.0, but I haven't got to Jool yet. The problem is I have SCANSat 17.7 but i'm getting all the anomaly contracts without having found it via SCANSat. Is that the expected behavior? Thanks!- 502 replies
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- contract pack
- contract configurator
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Hi! I'm reporting the CKAN version 0.0.5 working fine in KSP 1.3.0 Now a question for @Xyphos: is there any way I can re-enable staging once i'm flying? Like, editing the SFS file or something? I'm flying a mission in which I have a contract to test a decoupler and now I realize it says "must be activated by staging sequence". Not working by right-clicking and selecting "decouple".
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Hi guys! Suppose I build a ground base with ground pylons underneath and land it. Can I EVA my engineer and attach the base to the ground? If so, how? Thanks!
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
dronkit replied to MrChumley's topic in KSP1 Mod Releases
Sorry, which is the most recent build? Of asclepius, you mean?- 141 replies
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
dronkit replied to MrChumley's topic in KSP1 Mod Releases
It's up on CKAN now! going to test it... AAannnd... nope. Doesn't work. I think Kopernicus doesn't work either. I patched up to 1.1.1.1250 and kopernicus gives a possible incompatibility warningm, and neither asclepius or OPM planets appear.- 141 replies
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
dronkit replied to MrChumley's topic in KSP1 Mod Releases
...and I think it is the cause of a bug in which contracts, astronaut complex and strategies screens flicker. I'm surprised Asclepius doesn't work because it's a kopernicus cfg file, and kopernicus was updated for 1.1. Maybe it's something as easy as editing the file. Can anyone give me any clue as to what could have changed and what would I need to modify in the CFG? Or how to troubleshoot it to find out.- 141 replies
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- planet pack
- kopernicus
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
dronkit replied to MrChumley's topic in KSP1 Mod Releases
@MrChumley Please make this work in 1.1 I had a mission on the way to Asclepius and now it disappeared from the sky :'(- 141 replies
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
dronkit replied to MrChumley's topic in KSP1 Mod Releases
Will it work in 1.0.5?- 141 replies
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I have downloaded 1.0.5. from the store and there was no 32 and 64 bit option, so i guess it was 32-bit. I just unzipped it in my windows 7 64 bit, run and get this: GLContext: failed to create offsceen context: La operaci�n se complet� correctamente. Failed to initialize Direct3D 9. Make sure you have DirectX 9.0c installed, have drivers for your graphics card and have not disabled 3D acceleration in display settings. InitializeEngineGraphics failed No log was generated. As spanish-speakers should know, the message "La operaci�n se complet� correctamente." means "operation completed successfully" but with those quirky characters due to character code conversion. - - - Updated - - - Needless to say, I have directX 11 and I was running 1.0.4 just fine.
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Hey! What about CKAN integration? great mod BTW!