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Everything posted by Prowler_x1
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Yes, I am using KAS. Let me try to send you my mod dir structure. Directory of D:\KSP_Prowl_23_5_STA\GameData 04/13/2014 06:34 PM <DIR> . 04/13/2014 06:34 PM <DIR> .. 04/05/2014 12:04 AM <DIR> 000_Toolbar 04/08/2014 10:34 PM <DIR> ActiveTextureManagement 04/06/2014 10:59 AM <DIR> Bavaria 04/06/2014 04:58 PM <DIR> BeastlyScience 04/06/2014 04:30 PM <DIR> BobCatind 04/06/2014 02:10 PM <DIR> BoJaN 04/08/2014 10:31 PM <DIR> BoulderCo 04/08/2014 01:55 PM <DIR> BTSM 04/04/2014 09:05 PM <DIR> cBBp 04/04/2014 09:05 PM <DIR> cBBp_Dragon 04/03/2014 09:16 PM <DIR> CORE_ANVIL_172 04/03/2014 09:13 PM <DIR> CORE_DRFH_020 04/02/2014 10:15 PM <DIR> DMagic Orbital Science 04/11/2014 11:32 PM <DIR> Engineer 09/28/2013 03:45 PM 14,848 EnhancedNavBall.dll 04/04/2014 09:05 PM <DIR> EnvironmentalVisualEnhancements 04/05/2014 04:01 PM <DIR> FASA 04/02/2014 07:55 PM <DIR> FuelTastic 04/03/2014 06:53 PM <DIR> Goodspeed 04/06/2014 11:02 AM <DIR> JSI 04/02/2014 05:02 PM <DIR> KAS 04/02/2014 05:02 PM <DIR> Keramzit 04/02/2014 05:02 PM <DIR> KerbalJointReinforcement 04/03/2014 06:54 PM <DIR> Kerbaltek 04/02/2014 05:09 PM <DIR> Kethane 04/02/2014 05:07 PM <DIR> KipEng 04/09/2014 09:50 PM <DIR> kommit_nucleonics 04/03/2014 09:11 PM <DIR> kommit_octotruss 04/05/2014 01:51 PM <DIR> KSPX 04/03/2014 05:52 PM <DIR> LazTek 04/02/2014 05:19 PM <DIR> M22 V1 04/11/2014 11:03 PM <DIR> MechJeb2 04/05/2014 04:01 PM <DIR> MechJeb2RPM 01/20/2014 03:59 PM 16,896 ModuleManager_1_5_7.dll 04/04/2014 09:04 PM <DIR> MultipleSavesDA 04/02/2014 04:20 PM <DIR> NASAmission 04/09/2014 12:26 PM <DIR> NavyFish 04/05/2014 12:05 AM <DIR> NearFuture 04/05/2014 12:06 AM <DIR> NewHorizons 04/08/2014 10:33 PM <DIR> OrbitusII 04/08/2014 01:56 PM <DIR> PartHighlighter 04/02/2014 08:49 PM <DIR> ProceduralDynamics 04/13/2014 06:34 PM <DIR> ProceduralParts 04/12/2014 05:57 PM <DIR> Prowler 04/02/2014 09:08 PM <DIR> RCSBuildAid 04/08/2014 02:27 PM <DIR> RealChute 04/05/2014 04:01 PM <DIR> SCANsatRPM 04/08/2014 01:56 PM <DIR> SDHI 04/02/2014 08:50 PM <DIR> SelectRoot 04/12/2014 05:05 PM <DIR> SimplePartOrganizer 04/09/2014 11:00 AM <DIR> SoundtrackEditor 04/02/2014 04:20 PM <DIR> Squad 04/14/2014 07:31 PM 1,870 toolbar-settings.dat 04/11/2014 11:07 PM <DIR> TriggerTech 04/06/2014 08:22 PM <DIR> TweakableEverything 04/05/2014 04:02 PM <DIR> UniverseReplacer 3 File(s) 33,614 bytes 55 Dir(s) 52,042,567,680 bytes free D:\KSP_Prowl_23_5_STA\GameData>
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Thank you for your support and for the clarification. I have tried dropbox and google drive before. I moved away from apps like that who install themselves on to my PC and leave a 24/7 backdoor with drive access. That is why I use the other service. I can monitor what comes in/out and the cookies I wipe when the browser closes. "Just making sure the NSA works off my tax dollars". I guess when it comes down to the truth it is difficult to trust any of the services available for one reason or another. I will investigate pastebin and imgur to see what the requirements are. Hope to get that log into your hands soon. Regards
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Prowler_x1 replied to sirkut's topic in KSP1 Mod Releases
Just poking some fun out of a bad situation. Not superstitious but who knows its never too late to start. Cant hurt to try, right? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Prowler_x1 replied to sirkut's topic in KSP1 Mod Releases
Katateochi, Haven't seen you in a while. I love the builds and videos you post using this mod. I would love to get my hands on one of your 23.5 builds using a fixed version of this mod in the future, as well as enjoying new videos of them. Regards, -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Prowler_x1 replied to sirkut's topic in KSP1 Mod Releases
Sirkut, What ever you do please don't call this new fix version 13. (Bad Mojo) Lets just skip that number entirely and go straight from 12.9 all the way to 14. "Just a suggestion". Regards, -
I had no idea that a standard method of transfer had been agreed upon. I didn't see anything in the forum rules to that respect. Was it done in top secret? Was it done before my time here? Who knows? or where is it posted? or who can teach me the secret handshake?. All I know is that to get the job done and fast, I could rely on a service I use every day at the office. I am sorry if cookies offend people. Its not my intent to offend or to put spy trash on other peoples computers or even less to complain. I am not here for that. I just would like some help with this great mod that can un-clutter my KSP. Currently its not working for me and some other fellow players and supporters. I would like to see it work for all just the same as the developer and other fellow users or supporters. That is my goal. Regards and best wishes to all.
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https://www.wetransfer.com/documents/cookiepolicy.pdf Here is the cookie policy. Maybe it will shed some light into your doubts about the service in question.
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For Jeb's sake... Send me a PM of how you would like me to package, mail, ship or otherwise transfer my buggy mess of a mod to your heart's content and I will comply.
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Silly me, I don't exactly know how to give you what you request but here is a print screen of the debug and a full ksp.log. "hope it helps". http://we.tl/6YOXyYpKqi
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Prowler_x1 replied to sirkut's topic in KSP1 Mod Releases
If you need manual labor all you have to do is ask. Willing to help if you instruct the procedure. -
It is the same for me. first menu ok but nothing beyond that.
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confirming that in 0.23.5.464 the mod is not working at all. If anyone has it running, please help.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Prowler_x1 replied to sirkut's topic in KSP1 Mod Releases
KSP is just not the same without this mod. What good is traveling to other planets if you have no mechanics or robotic assistance. To put it plain and simple KSP without this mod is like a repairman without any tools, or a taxi driver without any change. "simply worth-less". -
Found out that 3 tanks are the culprits for my MechJeb dilema. (Falcon Upper Stage Tank - Explorer Main Tank - Falcon Main Tank) I removed the parts from the stock Laztek rocket builds and they work without issue. The question remains, how are these 3 tanks breaking MJ? or is it the 400 ISP engine and engine faring involved? Don't know, need to test. On another note I am having severe wobliness coming from the joints between service modules and heatshields or somewhere along those joints. Could anyone take a look or send me a quick reply regarding a fix? Thanks in advance.
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[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
Prowler_x1 replied to BahamutoD's topic in KSP1 Mod Releases
BahamutoD, I can tell you that if you put struts and us KJR it doesn't help. The struts stay on the 3d printer but flex like tight ropes between parts. I believe its a physics engine problem I would suggest a part rebuild from scratch or a Unity import rebuild to see if it clears up. -
[Airships in 1.12.3] HooliganLabs Mods
Prowler_x1 replied to JewelShisen's topic in KSP1 Mod Releases
Correct, I am talking about several parts put together to look like one single part or cylinder. The fact is that it is several parts attached to a single cylindrical structure. That would solve the the unilateral lift point issue since several parts are lifting in different places. How could I make it clearer.... Imagine if your skull would be cylindrical in shape your eyes would be the balloons or the lift source and your brain would be the payload. Different components made to look like one object. now imagine if the skull had 3 or 4 eyeballs, it would find 3 or 4 lift points for balance. I am sure we could work around the plugin issue by moving mass down and lift in the opposite direction. From what you tell me I understand that all parts unify into one single lift source. That's the way it works in real life physics too. It all balances out. -
[Airships in 1.12.3] HooliganLabs Mods
Prowler_x1 replied to JewelShisen's topic in KSP1 Mod Releases
There is a way to solve that by splitting the tank in 3 using a "PI" shape, like a sliced pizza. Another way of doing it would be to make some hollow spaces inside the cylinder hape for attaching a fill-in part that poses as the inflatable devices. that way you end up with 3 or more parts. You could have a long cylinder shape with 6 spaces, 3 foreward 3 aft all at equilateral distances around the cylinder wall. that way we could play with stability without a hassle. I would be willing to help if you allow it. -
[Airships in 1.12.3] HooliganLabs Mods
Prowler_x1 replied to JewelShisen's topic in KSP1 Mod Releases
That would be an awesome idea. Imagine a cylinder shape like an orange tank that has 3 compartments that open up. two of them are inflatables and a bottom one is payload like science stuff, winch, buran arm or some other stuff. It would inflate to a mikey mouse shape but at the front and back of the tank you would have nodes for capsules or rockets. Id love to hear some comments on this mikey mouse blimp. -
[Airships in 1.12.3] HooliganLabs Mods
Prowler_x1 replied to JewelShisen's topic in KSP1 Mod Releases
Could we get a modern Sky-Tug? -
I could never get both the solar panels and the reactor doors to work. Only "either / or". Does anyone want to share a fully working part.cfg file with me? I would like to learn where my file failed.
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[1.2?] Alchemy Technologies products... v1.2 beta
Prowler_x1 replied to kyklop's topic in KSP1 Mod Releases
Jesus.... Do you ever sleep? This should fall under the MegaMod Category. One question, what's the memory load of this mod alone? -
[Airships in 1.12.3] HooliganLabs Mods
Prowler_x1 replied to JewelShisen's topic in KSP1 Mod Releases
Thanks, Downloading now.