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Stone Blue

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Everything posted by Stone Blue

  1. Well, 1st off, the install package includes an old version of ModuleManager... Make sure you do NOT copy that one to your /GameData/ folder, and that you have the LATEST version of MM installed... Right now, its 2.6.18....
  2. I use the Parts tab of KSP ModAdmin V2 to help manually prune parts... It displays both the part "title" (the name you see in VAB/SPH), AND the part "name" (the "hidden" name that the folders/files/.cfgs use...Usually different than "title")
  3. Perhaps a screenshot of your map view screen, and EXACTLY which dish & omni you are using would help...
  4. So can anyone tell me how to download the files from the Mega link in the OP? I click download, and everything I try just goes to a "Queued" status?
  5. If this mod does what I THINK it does, then yes, I'm all for it.... I've tried dabbling into several nuclear-based mods, but even using them one at a time, most seemed too complicated for MY use... Much less trying to use more than one at a time... So, yeah, if this mod makes them a little simpler, and more "unified" in their mechanics behind-the-scenes when used together, then YES, please continue with this...
  6. @DGatsby Kerbas couldnt take over the Corvus mod even if he wanted to: BOTH Corvus & HGR are released under All Rights Reserved by Orion... As an alternative to Corvus, have you seen Angel-125's M.O.L.E. mod?
  7. @jlcarneiro, are you able to "crew" the separate modules in the SPH/VAB?... If not, it may be as simple as adding a line to the .cfgs...I cant remember the exactsyntax, but IIRC, there is a variable for adding crew capacity, that might be what you need... As far as the LS support, there again, might be as simple as adding the proper MODULE to the .cfgs, (depends on what LS mod you wish to use with them), with lines for the action menu... Its all pretty simple, I just dont recall the specifics right now... EDIT: Yeah...I just looked thru all the .cfgs, and I was correct: none have any provisions in the files for crew capacity... You must realise that ZZZ basically only provided the models, nothing else... At the time, these were some of the best looking, most useful "parts" made for KSP, outside of stock...They werent really part of any specific mod... He was generous enough to release them to public domain, so others could "customize" and use them for specific mods... Hence, Chaosratt "collected" the models and very basic .cfgs (JUST enough in the .cfgs to get them loaded in game, with not much reason other than aesthetics and looks), and has released them all together in the OP. Think of these as "raw" materials, intended for mod developers to use and incorporate into full mods they may be developing; rather than "finished" parts meant for immediate gameplay... You MIGHT be better off, especially if there are only a few of these parts you are interested in using, to research actual mods that incorporated these "parts", and install those mods, instead of trying to customize THESE files, especially if you dont really know much about writing or editing .cfg files on your own... What you are wanting to do with them, may already have been done, and released in an actual, working mod... I KNOW that the greenhouse model has been used in a couple mods already...
  8. @awbeck You might get better/more exposure for this if you moved the thread, or asked for a mod to move it, to the Add-on Releases forum...
  9. @Charlie the Kerbal I can see your point, where station keeping may add to the realism, but when you have more than just a simple network, and get into having dozens of relay sats, it DOES get kind of ridiculous... I sometimes use KerbalGPS, and I can see it being useful for those netwroks as well... Especially when my Kerbin SOI RT network alone is 17 sats, with either 12, 16, or 24 sats in a GPS constellation, I think you can see how regular station keeping could become ridiculous in a single-player game... I didnt realise how old this thread was when I first replied... Just an FYI for future readers, the Timewarp Rotation Fix that Cydonian Monk linked above, was replaced/forked into: Persistent Rotation
  10. AND they had Kennedy (JFK), as well... Then again, they also had a HUGE fear of the USSR dominating space...
  11. Yup... Thats one reason why I went ahead and necro'd this... Someone else can always pick this up...But only if they even know it exists... Also, if it's worked from 0.23.5 to 1.0.5 without am update, and if it worx in 1.1, it may not NEED any update anytime soon...
  12. I know this is a LONG read, but being new, its better you read it now and get it over with Post back once you get a link for your logs. http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/
  13. If you are seemingly crashing, ONLY because of the memory leaks of compounding screen changes, might I suggest installing a couple of Malah's Quick™ mods... QuickGoTo, and QuickExit seem to help me prolong the play time between freezes or crashes, by cutting down the number of screen changes to get from one screen to another, or to actually exit the game: Malah's Quick mods Granted, this is NOT a fix, and results may vary, but it SEEMS to have helped MY games.... At least it hasnt seemed to make anything worse, either...lol
  14. I THINK, I got the basic premise, but reading this sure made my head hurt for quite awhile... LOL
  15. Edgar Mitchell, who 45 years ago became the sixth man to walk on the moon, died on Thursday (Feb. 4), the day before the anniversary of his lunar landing. He was 85. Wow... What timing... Sad on one hand, yet very fitting on the other... http://www.space.com/31853-edgar-mitchell-apollo-14-astronaut-obituary.html
  16. FYI, F1 takes screenshots, but if you F2 beforehand, that will hide the GUI...F2 again, will unhide it...
  17. Here's a finger in the eye of the NecroNazis: Just thought I would post that the LED surface lights still seem to work fine in KSP 1.0.5... Hence, probably also every version from 0.20 to 1.0.4... ??? And I add, that these lights are STOOPID bright, and WIDE beam...
  18. Yes, its an easy fix, and it is explained somewhere back in this thread... Sorry i cant remember exactly the fix, or exactly which post it is... Here's a post where I explain how to swap the "stock" RPM texture with a custom one... (It shows the folder location of the RPM navball texture, at least, and may give some insight into a starting point for troubleshooting/fixing your issue) http://forum.kerbalspaceprogram.com/index.php?/topic/63113-making-high-contrast-nav-ball/&do=findComment&comment=2313179
  19. @gamerscircle Ummm... that doesnt seem to be a really efficient way to do it...??? Yes, VOID is an EXCELLENT tool for getting the data you need, but other than that VOID doesnt actually do anything... And you
  20. @Majorjim Thumbs.db files are just thumbnail caches for Windows... They can end up being created in any folder that contains any kind of image files... Windows creates them automatically... I notice many mod devs end up packaging them in with the realeases... ??? They dont really serve any purpose from a user's standpoint.. They are completely safe to delete.
  21. It should... I know it worx in 1.0.4...I dont remember if I ever tested it in 1.0.5 or not... (I tested a LOT of mods...lol) EDIT: Just saw the release thread, and based on my last post there, it seems I have NOT tested it in 1.0.5 yet...lol
  22. @sebi.zzr Mediafire links are now banned & removed: http://forum.kerbalspaceprogram.com/index.php?/topic/130041-mediafire-links-removed/
  23. ^^ I see your point, but on the other hand, then why bother needing comms from KSC at all then?... No need for any type of comm relays/networks in the game then...Why bother with probes or sats at all?... just send everything manned with a couple Kerbals... IMHO, 6 Kerbals and a special core is a small balance price to pay for the full functions of a mobile KSC mission control... ???
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