HadrianF
Members-
Posts
37 -
Joined
-
Last visited
Reputation
0 NeutralProfile Information
-
About me
Rocketeer
-
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
HadrianF replied to TaranisElsu's topic in KSP1 Mod Releases
Actually, if you drop waste into space it can come back to haunt you and other spacecraft/satellites/stations. It's already happened before that windows were broken because of a piece of space debris: https://upload.wikimedia.org/wikipedia/commons/1/12/Space_debris_impact_on_Space_Shuttle_window.jpg So, for reality's sake, a waste container would be welcome. Although there's no reason to imagine that other containers have an expanding waste unit and a contracting resource unit. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
HadrianF replied to TaranisElsu's topic in KSP1 Mod Releases
With the new prerelease (on 24.2) I'll get either a black start-screen or the mun/kerbin look black. (Linux, x86_32) -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
HadrianF replied to Nereid's topic in KSP1 Mod Releases
Awesome, KSP is finally playable again. It's so amazing to see modders working so quickly on compatibility after updates -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
HadrianF replied to Nereid's topic in KSP1 Mod Releases
Chatterer already did. I also tried x64, same problem (but tried that with other mods). -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
HadrianF replied to Nereid's topic in KSP1 Mod Releases
I'm afraid it doesn't work for me: [LOG 22:36:05.468] FF: EventObserver:: OnGameStateCreated 0, game status: ONGOING [EXC 22:36:05.471] TypeLoadException: Could not load type 'CrewRoster' from assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. [LOG 22:36:06.005] Game State Created. [LOG 22:36:06.005] FF: EventObserver:: OnGameStateCreated 0, game status: ONGOING [EXC 22:36:06.006] TypeLoadException: Could not load type 'CrewRoster' from assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. [LOG 22:36:06.165] Game State Created. [LOG 22:36:06.165] FF: EventObserver:: OnGameStateCreated 0, game status: ONGOING [EXC 22:36:06.166] TypeLoadException: Could not load type 'CrewRoster' from assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. [LOG 22:36:06.298] Game State Created. [LOG 22:36:06.298] FF: EventObserver:: OnGameStateCreated 0, game status: ONGOING Kerbal Space Program - 0.24.0.0 (LinuxPlayer) Steam OS: Linux 3.12 unknown 64bit CPU: Intel® Core i5-2300 CPU @ 2.80GHz (4) RAM: 16028 GPU: GeForce GT 640/PCIe/SSE2 (2048MB) SM: 30 (OpenGL 4.4 [4.4.0 NVIDIA 334.21]) RT Formats: ARGB32, Depth, ARGBHalf, RGB565, ARGB4444, ARGB1555, Default, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 Log started: Fri, Jul 18, 2014 22:35:20 Steam starts the x86 version. This is on a clean install. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
HadrianF replied to Nereid's topic in KSP1 Mod Releases
Totally agreed. But in truth, whenever a new KSP version is released I just wait for a few days before all the mods that I want come out, it's something I prepare for. Modders are people too -
What's something you personally want in KSP?
HadrianF replied to Qwotty's topic in KSP1 Suggestions & Development Discussion
More kerbal management. Have them train for a mission, let their muscles go all mushy if they're up in space to long (or die when they run out of food). Optimizations would be great, orbits tend to be jittery at the moment which can be really annoying. Space stations need to be made more interesting somehow. More launch locations and either NPC space programmes or multiplayer for a space-race and joint missions. -
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
HadrianF replied to sarbian's topic in KSP1 Mod Releases
Does anyone know the latest combination of these mods (MJFARext, FAR, and MJ) which still worked together? -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
HadrianF replied to ethernet's topic in KSP1 Mod Releases
Do you use the stock ScienceDefs.cfg or the community ScienceDefs? The latter don't work with this mod. Also, is there any news on a new version. I had reported earlier that the thing that generates eurekas tends to suddenly get smaller on a reload of the vessel. Since I stopped using Eureka based experiments (and thus the eureka generating thingy) I don't have the sudden explosion of stations anymore and am afraid to start using them again. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
HadrianF replied to Nereid's topic in KSP1 Mod Releases
But linux sure is -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
HadrianF replied to Nereid's topic in KSP1 Mod Releases
Use kerbal crew manifest and change the crew before every launch. KSP could really use a random assignment function though. -
On linux the logo doesn't load at the start of the game because of a mismatch in capitals in the filename. I don't yet know if this has effect elsewhere. Edit: Also doesn't seem to work with FAR
-
[1.1.2] Station Science (v2.0: New models by SpeedyB)
HadrianF replied to ethernet's topic in KSP1 Mod Releases
The physical model of the science lab reduced in size. The parts connected to it continued to float at their original location. I had a few problems with stations in space exploding on load with this device and I think it might be related.