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Everything posted by drtedastro
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[0.22] Extraplanetary Launchpads Legacy Thread
drtedastro replied to skykooler's topic in KSP1 Mod Releases
first, thanks for the reply. I have used and am familiar with using keth mod. my main questions are related to basically what equipment needs to be launched / landed etc... I see that launching and landing the launchpad is first. for the smelter and that tall workshop, is it the same? just put it on and launch it to same location..??? this is where it is not clear to me... the first phase of getting what equipment to the industry site and what is preferred method(s)... again, thanks for any comments and help... -
[0.22] Extraplanetary Launchpads Legacy Thread
drtedastro replied to skykooler's topic in KSP1 Mod Releases
And which timezone would that be? -
[0.22] Extraplanetary Launchpads Legacy Thread
drtedastro replied to skykooler's topic in KSP1 Mod Releases
where is the best tutorial for using this mod? I have skimmed through the posts, but have not found one. Any help or suggestions would be appreciated. -
Hello to all. After i have attached a pipe connector to a pylon, and then i select link, the pylon and pipe and connector go boom. A real big boom... This was not happening earlier, so i tried to exit and go back via space center but still happened again. Has anyone had this, seen this? If i have missed it, sorry. I went back through the previous posts, but quickly.... thanks for any ideas or help.
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MechJeb 2 - Patch test bed release (October 10)
drtedastro replied to sarbian's topic in KSP1 Mod Releases
roger that... is this thread going to be closed ?? -
Before you remove items, is there not a way that the user can / could decide what to use and what not to ??? Just because something is available in another location does not mean that it is not needed or wanted here. I am just starting to use and test this and i hope that you don't start cutting too much out of it so soon. I appreciate what you have done and i look forward to integrating it with some stuff that i am working on. Regards,
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good stuff. have been looking for this. thanks.
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if you go back and get the 3.3.4 that is on spaceport, you can then take the raw files (.csv) and put through isa_mapgen.exe .... Look at the early part of the forum to get the commands to set your scales, projections and colors.... Let me know if you have more problems...
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It is on the SpacePort...
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Last post on this 'issue'. He knew about it and seemingly did not care. That is one only he can answer. I certainly hope he comes back and gets this mod up to scratch where it can work and play well with all other mods. I would like to see a bunch of changes and new options put into play with this type of scanning and mapping... Again, enough. Good luck to all who are trying to make this work. Read all of this forum and if you are having problems with 4.?? you can fall back and use the OFFICIAL 3.3.4 to lessen the memory load. And for heavens sake, watch out for the Kraken and all other beasts lurking about the void.
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Well, like in the post #438, if the owner of the mod wan't bothered why should any else be....??? Does not matter to me. What i have is working and if i know of some way that i have read about that might help someone else, i will tell them... enough of this dribble.
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Hold on buckaroo... I don't do any 'mod's. I don't port anything. I download from spaceport and put in my computer. I read the forum and see people struggling with problems that i have overcome by using what was ON SPACEPORT, and from what is available in the forums. You best be getting your facts and story straight. Don't know who appointed you mod police, but back off. When i have time, and If i wish to write some code, I will. Been doing just that for 35 years. Also go look at post #438. Someone is asking about using the 'unofficial' mod and Innsewerants told him how to fix it.. Guess Innsewerants was not to bothered by it, as he helped the guy. Go find some other player to troll.
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Dont know who you are 'talking' to, but if you were chatting to me, a) i dont have any problem(s).. All is working just fine and dandy. I run ALL of the mods that i want to. I put the post up to let people know that you dont have to be stuck with version 4. I have not had any problems with 3.3.4 version. Either one of them. So to each their own...
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[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
drtedastro replied to alexustas's topic in KSP1 Mod Development
oh......yes......................... that's the ticket...... are these ready to download?????????? -
MechJeb 2 - Patch test bed release (October 10)
drtedastro replied to sarbian's topic in KSP1 Mod Releases
Welcome back. Hope you had a good time on your trip. -
Hello, until this mod gets sorted out, i would suggest that you try / use the 3.3.4 "Unofficial ISA MapSat" pack from Spaceport. I tried the new version of MapSat, and like it except for the massive amount of memory it eats. I am now and have been running 3.3.4 as listed and have no problems with it. I am running with a lot of mod's and no problems. my memory load now is about 2.8 to 3.1 GBytes (depending on new mods that i test) but no problems at all. Just remember that 3.3.4 needs to be loaded the old way, NOT in GameData..... For me, it makes this mod playable and it plays well with others.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
drtedastro replied to sirkut's topic in KSP1 Mod Releases
That is what i was 'hoping' would be the case. If there was a pointer type search, then the group names could be 1_????, 2_????, etc.. to control the order... Small thing, wont worry about it now... Thanks for the info. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
drtedastro replied to sirkut's topic in KSP1 Mod Releases
Ok, thanks... My folding rovers are getting more and more complicated and i was 'hoping' that there might be some .cfg file hanging out somewhere that i could tweak... Need to make one or two more 'fixes' then will have rover to show and get comments. thanks to all. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
drtedastro replied to sirkut's topic in KSP1 Mod Releases
is there anyway to control the order that the devices are shown in the control gui? I am trying to group items (hinges, pistons, etc) for a particular part to be together. It seems that no matter what i try to do, it rearranges the control parts to some hidden plan. -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
drtedastro replied to alexustas's topic in KSP1 Mod Development
Thanks, i appreciate it... Will give it a go.... -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
drtedastro replied to alexustas's topic in KSP1 Mod Development
I really like these parts. I hope that you will have time to create for all different sizes, shapes (some strips would be ultra cool) and method of selecting color(s). Very nice job. Thanks. -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
drtedastro replied to alexustas's topic in KSP1 Mod Development
Nice little shuttle. Can you post the .craft file? -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
drtedastro replied to alexustas's topic in KSP1 Mod Development
looking good...