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shibdib

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Everything posted by shibdib

  1. you need to get a gamepad mapping program and remap it, google will be your friend with finding one that works
  2. Just bumping for awareness, thought CKAN was broken (because when isn't it) but spacedock is still down
  3. seems to be the case few SAS fixed the issue. Been awhile since I've played seems it got a bit more unforgiving
  4. Ascent guidance with anything besides a single engine tube results in a wobble that eventually flips the craft. Even with an AoA of 0, it just starts wobbling at a few thousand feet
  5. CKAN is one of those things where you get it and use it and think it's fricking awesome.. Then it crashed twice on confirms and deletes your selection on reload so you have to do it all over again, then you consider if it'd be easier to just manually download everything..
  6. If you're on the internet right now the government can get everything it needs without windows 10... so please take off the tinfoil
  7. This is wrong.. they advertised it as no longer being early access, they used that fact as a selling point to make money. So they now have to treat it as an officially released game. To let squad off the hook with a "it's still basically early access" junk is unacceptable.
  8. The fix is to wait for another patch because introducing game breaking bugs in a patch now that the game is no longer in beta is unacceptable... And I love KSP but it is what it is.
  9. So as long as I avoid landing struts and wheels I should be good for now is the gist I'm getting.. Guess I'll start a new game and get the staging orbital stations done and do the surface missions when 1.1.1 hits.
  10. So is it worth playing right now or wait for 1.1.1?
  11. did u try this? was about to add both kks and dangit to add some variety to my missions also mod maker needs to update the ckan link
  12. Until the mod authors update things themselves you effectively have x number of "dead" mods on ckan that throw errors every time you try to download them. This is why I think filtering out broken links needs to be something the client handles better. Gotta figure a good chunk of the defunct mods are going to take months for the author to fix as they have slipped away from the game.
  13. the CKAN link still needs to be updated so that ckan downloads from curse. Besides that nice to have this mod again!
  14. As someone who has run 2 gaming websites if he doesn't want to fork out the money for a hefty dedicated box than he needs to find mirrors. That or we just use curse, it's really not that bad and they have the hardware to handle the load.
  15. I talked to the dev on github and he said he'd try to rehost it today
  16. anyone have the latest version of this and can rehost it?
  17. Just came back to the game today after a 6 month break only to run into ckan not working Hope you can get this sorted quick, will jump on the git and see if I can do any pull requests to expedite the process.
  18. All of my relay sats have an activevessel antenna but in this case all the KEO satellites have dishes with specific targets amongst themselves. So KEO 1 has a dish targeting 1b and 1c along with active vessel. This was in theory to ensure that they're always connected.
  19. The keo sats have a bunch of antennas, 2 of the really long extendy omni's (that should be in range of the sats orbitting right above the planet but aren't) and an assortment of the dish variety (that when I go to set targets say range is more than fine but still fail to connect). Not my first go around with remotetech, just took a break from the game and recently came back. Gonna start with uninstalling from ckan and doing a manual install, if that doesn't work than I'll be trying a vanilla game disabling all non part pack mods and seeing if something is conflicting. - - - Updated - - - You can see there that KEOSAT-1 is in range And it shows connected (presently controlling 1c, 1 is the bottom most in the image) Here I swapped to 1 and now I'm no longer connected. These were taken after trying a fresh install Also this should show that sats in orbit of kerbin should have no difficulty with range but even they cannot be connected to when they are being controlled. So I'm guessing there's a conflict somewhere? Current mods
  20. having a bunch of issues, setup 3 keo sats with one over the space center. But only 2 of them seem to want to connect to each other regardless of target settings. Also target active ship doesn't seem to work at all. Have a bunch of low kerb orbit satellites that can't connect to or be connected to despite having clear line of site with the 2 working (linked) keo sats. Randomly depending on what sat I'm controlling at the time different connections will occur, but once I switch to a newly connected sat it goes back to being no connection. Installed with CKAN
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