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Ignath

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Everything posted by Ignath

  1. Mine, as with Alshain and Xactar, is the same as my forum name: Ignath. http://steamcommunity.com/profiles/76561198030441831/
  2. Check your GameData/BolderCo/clouds/ folder and see how many cloudLayers.cfg files are in there. I'd guess it's one of these files conflicting.
  3. Yeah, that's what I suspected. It'd provide some massive thrust with the tradeoff of being much, much more inefficient than reg. RCS (and perhaps TOO powerful). I think it'd be interesting to have a fully Karbonite powered SSTO (including being used for mono).
  4. Has any discussion occurred about Karbonite-fueled Vernor engines or perhaps RCS thruster blocks powered by Karbonite rather than RCS? I can't keep up with this thread anymore
  5. Perhaps because, as with the Windows x64 build, the team at SQUAD have their hands tied and are forced to wait for the guys at Unity to come up with fixes for the OS X x64 issues. It would then make sense that SQUAD isn't commenting on Mac x64, as they have no direct control over whether or not it'll become available. I'd assume that SQUAD will do right by their Mac customers once the guys at Unity fix all their Mac issues and they can release a mostly stable build for Mac x64.
  6. Opt-in vs. Opt-out is certainly not deceitfulness...though there may be an argument for Opt-in only...allowing opt-out is in NO WAY deceitful. As was stated many times (and constantly ignored by you): The information you needed was on the forum page. If you didn't read or didn't understand...that is your problem and not at all deceitful by the mod author.
  7. Or Majiir understood the significant difference between having an opt-in system and an opt-out system and, when it came to gathering mod information for statistical analysis, knew that it would be almost worthless to do an opt-in.
  8. But wasn't that done when they released the game for linux x64 as well? Why is it such an issue now with Windows? It sure seems like you are the only one (at least commenting) who thinks this release was "divisive in nature" and "split the playerbase".
  9. Love it love it, LOVE IT! Replacing the stock display is a HUUUGE benefit and will save some space on the AppLauncher if more people move to it from blizzy's toolbar. Thanks TA!
  10. Try KerbalStuff...it's the community's alternative to Cursed. Link is in my sig if you'd like to check it out. Edit: Otherwise, there is always Dropbox, Google Drive, Onedrive (was called Skydrive) or any of the free file-hosting services available on the web. Most people who don't use Cursed, GitHub or KerbalStuff use one of these other free alternatives
  11. Are the waypoints supposed to show up on the Navball as well as the map yet? I can see the waypoints in the map mode, but not having them on the navball makes it a bit difficult to navigate properly to the waypoints. Edit: After further investigation, I believe I'm partly having the same issue as Algiark: I do also notice that if I double-click on the waypoint, it no longer shows up on the navball at all (if I single OR double-click after the initial double-click). I cannot after that get it to show up again without restarting the game. Also, here is the relevant LOG entries from the time of the occurrances, they all look like this right around when the waypoints disappear for good from the navball (but still show on the map): [LOG 06:18:19.440] GraphLine: Graphing ALTITUDE in color RGBA(255, 0, 0, 255) [LOG 06:18:19.440] GraphLine: Graphing RADARALT in color RGBA(0, 255, 0, 255) [LOG 06:18:19.440] JSIVariableGraph: Graphing 2 values. [LOG 06:18:19.441] MLS: Starting systems... [LOG 06:18:19.441] NavUtilLib: InitializingAudio... [LOG 06:18:19.441] MLS: Systems started successfully! [LOG 06:18:19.441] MLS: Starting systems... [LOG 06:18:19.442] NavUtilLib: InitializingAudio... [LOG 06:18:19.442] MLS: Systems started successfully! [EXC 06:18:19.442] InvalidOperationException: Operation is not valid due to the current state of the object Edit2: Looks like the log is actually irrelevant and the above is a JSI/RasterPropMonitor log section. My logs were just saying this while stopped @ the runway and switching navpoints: [LOG 12:01:42.593] dT is NaN! tA: 0.512767314910889, E: 0, M: 0, T: NaN [LOG 12:01:42.593] dT is NaN! tA: 5.14072465896606, E: 0, M: 0, T: NaN [LOG 12:02:04.025] dT is NaN! tA: 0.508414030075073, E: 0, M: 0, T: NaN [LOG 12:02:04.026] dT is NaN! tA: 5.13628506660461, E: 0, M: 0, T: NaN Anything else I could do to assist in debugging this issue, lmk.
  12. x4 Even! Gotta love the additional immersion that this mod brings to an already pretty awesome game! Thanks for finding a great steward for your mod in Rbray and good luck with all you do in the future. May your boosters always stay lit and your rocket always point you in the right direction!
  13. Open back up the Tech Tree in R&D. Are there any Green nodes with numbers in them? If you've added PF to an already started Career with nodes purchased already, you'll have to click on each of the items in the R&D and "enable" them for use in the VAB/SPH
  14. Awesome idea. Will be a must-have to any career mode that I'll be playing. And on KerbalStuff too! Easy update reminders FTW!
  15. Which is included on the website when you DOWNLOAD the mod. Stupid argument is stupid! There are 0 privacy violations occurring here, just like with ModStatistics, but the Snowdens are out in force again.
  16. Right-click on the fairing when it's been placed and, in the tweakables menu, you can make them bigger. If you're playing career, you probably need to advance a bit more on the science tree before you can expand them further.
  17. Second this response! No biggie on the balls up TriggerAu! Both ARP and KAC are must-have mods for me as well! Thanks for all the work you do and the beautiful mods you've given the community.
  18. Didn't fix it...still the same issue but now it's just not in the AppLauncher toolbar.
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