Jump to content

QuantumX

Members
  • Posts

    39
  • Joined

  • Last visited

Everything posted by QuantumX

  1. I have this installed via CKAN, and seem that the slides do nothing... saying Ver 2.1 is installed. I have changed sliders on tests, then check the contracts and no change though i did on restart change a offered contract from 8 to 1 science when i have science set to 150% so not sure what is happening, even tried reloading... Though it seem it just set the sciences i did have offered from original values all to 1 lol.. Could be user error on my part not sure though.
  2. RoverDude, i have to say your Mods really do make me keep playing KSP! all of them... WELL DONE!!! With a side order of Awesomesauce!!!! And now this little expansion pack for Karbonite.... Hope we aint gotta wait long for release
  3. as you asked, i voted for tracks because they are cool, but more so because they are far more stable and functional in low gravity. If i had a second vote i would have asked for rover bodies because they is zero dedicated rover bodies in any part packs, except for thinng like trucks etc.. which is not kerbaltastic in my view.
  4. Do Karbonite locations change each time you got to a planet? I'm looking to scan for a landing site for a base, then land there later. but i'm unsure if the Karbonite locations change.
  5. Also perhaps i'm missing something simple here with the tracks but when i place two track on either side of a rover, the track turn in opposite directions making my rover spin around... for the life of me i can seem to get them to both turn in the same direction.. its obviously something simple, but its late and i still stumped!!
  6. lo-fi... Great work, and keep it up, foaming at the mouth for you next release
  7. Hello, on the science mission i have one to do the following @ MUN: - High Orbit - Gravity Scan - High Orbit - Collect Particles - Low Orbit - Material Study I have tried multiple orbits ranging from 500km to 15km and i cannot get any of these items on the control to complete... Any ideas?
  8. It already is... Extend and Retract are Up and Down respectively. each time you press extend it add 0.5 to height. so press extend 16 times to get max height of 8. and opposite for the retract function.
  9. Could i ask for the mod to work with tweakable Mod to be able to change the sizes of the wheels and track.. But as a wish items perhaps a few extra Tracks as well. Again I LOVE the repulsors, Moon Speeders are the way to go
  10. Can someone explain how to get the Gantries and telescopic pistons working properly... they just seem to act all weird when i tryt o use them.. For gantries they twist and turn, and the pistons i cant sem to get them to work with the Hydraulic Cylinder, there seem to leave a sort of air gap between them....
  11. Any breaking news on the TAC update? realling missing wedges for food, waste storage ect.. Really great MOD!!!!!!!
  12. Whats the best way to find the precious metals... i seem to be having issues i have ORES and SCANSAT installed but clicking on precious metal does not show anything...
  13. This is by far my favorite SINGLE part in game.. The REPULSOR is awesome... I've been looking for a hovercraft part of ages and this is IT!!! My only thing missing for me is that the action groups be sorted just to be able to turn them off when not needed, rather than going to each one right clicking and changing height to 0.. Oh and electricity consumption seems a little high not sure if its easy to tweak based on the setting within the wheel for greater height more power needed etc. Such good work thanks!!!
  14. Thanks for the Info Arsonide!!! BTW Fine work on this Mod, one of my favorites... Keep up the GREAT work...
  15. For the Orbits contracts i see an orbit in the map screen (I have to do a Polar Orbit) as lines but cannot see the orbit info (Inclination, AP and PE) do i have to visually match the orbit? or will just getting to a polar orbit at any PE/AP work? because I cannot seem to complete the contract requirement: "Reach Designated Polar Orbit around Kerbin with a deviation of less that 7%"
  16. Sorry should have been clear, i'm trying to reduce RAM.. that why i commented.. Seems i'm getting 500mb RAM decrease using this mod so all is good thanks for info Shaw..
  17. Perhaps i'm being daft.. As the Force OPEN GL does not work for moe nor 64bit i though to use this is compress textures... is this automatic or do i have to configure this?
  18. Hmm i just uninstalled the Wayland Mods for the oblivion ship, which has infernal robotics dll's that seem to clash with tweak, and is now working again...
  19. "@mostlydave" I just had the same problem, i use to work and now does not i'm assuming another mod (installed a few) is conflicting? currently deleting mods to see what the problem mod is...
  20. Hey how do you get to see the Kerbal inside the bubble? is this another mod or something?
  21. Guys.. I've been having a quick search and other than Aviation Lights mod i cannot find any mods dedicated to just giving you a larger selection of lights. Does anybody know of one that works with the latest patch?
  22. For those who might want to do this, here is what i did to have two KSPs installed. (thanks to UbioZur for the help) Basically i copied the whole of the KSP directory from the D:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program and placed it in its own directory somewhere else, for me I created: C:\DEVELOPMENT\Kerbal Space Program I then placed a shortcut to my desktop, deleted all the mods i have in GameData (except /squad), just created some subfolders to hold my parts i'm trying for learning. I also deleted many of the Squad parts and just left a lower selection of essential parts for testing, for controls stuff, tanks, and side and bottom mount rockets etc. I then started my KSP lowered the RES, there i had it a DEV version that for me loaded in less than 30 secs. EASY. Thanks to all for the guidance.
×
×
  • Create New...