captainreynolds
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Everything posted by captainreynolds
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Just as the title says. Any reason why? Already tried chmodding 777 everything in my KSP_osx folder. Also running into random crashes and issues. Just downloaded and booted up 1.0.4 - haven't played since .24 was updated - and am very disappointed. What the heck happened in this game's development? Wasn't super stable to begin with but that was back when I was running a dozen mods
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Stand Alone Map View - Multi monitor KSP [1.4.x][Plugin]
captainreynolds replied to Unit327's topic in KSP1 Mod Development
How do you do this on Linux? Mac is UNIX so perhaps there is a way to setup borderless window. Do you execute KSP from a terminal command? -
KSP 64bits on Windows (this time, it's not a request)
captainreynolds replied to Lilleman's topic in KSP1 Discussion
Does anyone know if the Mac or Linux version of KSP are 64-bit? Whenever my Mac version of KSP has over/near 2GB of ram, it crashes. But I seem to recall reading that the Mac version was already 64-bit. -
Stand Alone Map View - Multi monitor KSP [1.4.x][Plugin]
captainreynolds replied to Unit327's topic in KSP1 Mod Development
I'm also having trouble getting the client to stop "waiting for sync." Running OSX with default settings. No firewall enabled or anything on the computer. -
Stand Alone Map View - Multi monitor KSP [1.4.x][Plugin]
captainreynolds replied to Unit327's topic in KSP1 Mod Development
Does anyone how to properly run two copies of KSP on a Mac? I've got one 1440p display, and two 1080p displays. I run KSP on the 1440p. Only problem is that I have issues with running two instances in full screen. The problem is, I can't get the second copy of KSP to run correctly in full screen on either of my 1080p displays. When I go into fullscreen mode on another monitor, it scales up to the size of 1440p regardless of my set resolution. Additionally - I really wish KSP didn't use the mac native fullscreen. It would be better if it just made itself fullscreen on its own. -
Does anyone know why I would see excessive shaking? I have SAS off and am not pushing any buttons, but my camera view is shaking all over the place. At high zoom levels the view bounces all around. I can hit warp, then unwarp with SAS off (to kill any motion) but it still shakes. Also, less important, but I have the Visual Enhancements edition of this (I have Visual Enhancements, and astronomer's visual enhancements installed) and the view of planets glitches out like this, constantly changing artifacts: Any ideas for a fix?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
captainreynolds replied to rbray89's topic in KSP1 Mod Releases
No, looks good! I like the earth look. Awesome mod by the way. Makes this game look so incredible. How did you get the reflection of the stars in the visor of that Kerbal in your attached image? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
captainreynolds replied to rbray89's topic in KSP1 Mod Releases
So the land texture is supposed to look faded blue with this mod then? Like this image. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
captainreynolds replied to rbray89's topic in KSP1 Mod Releases
I have an issue with the astronomer's visual pack + e.v.e. on my mac. With default settings and everything in its proper place, the land textures on kerbin are colored blue as seen in this image: Any ideas for a fix? -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
captainreynolds replied to pizzaoverhead's topic in KSP1 Mod Releases
I cannot for the life of me find out how to set songs for different planets, or set songs that play on rapid unexpected dissasembly, or during re-entry. The OP, Readme, and others have no explanation of this! How do I do this?- 779 replies
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
captainreynolds replied to pizzaoverhead's topic in KSP1 Mod Releases
Okay, thank you. Ran a search for Linux, Mac, and OS X but not OS-X! Appreciate you linking that. From what I am reading, it seems like .ogg files should work fine on a Mac. I'll convert in Audacity and give it a go. Thanks! UPDATE: That works! It crashed at first, but it seems like I had too many mods installed. Memory usage was at 2.5 GB when it crashed. Removing a few random mods seemed to do the trick. I ended up just getting of Universe Replacer in the end and it worked out fine - odd though, I only had changed the celestial texture.- 779 replies
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
captainreynolds replied to pizzaoverhead's topic in KSP1 Mod Releases
The Mac version of KSP does not have a KSP_Data folder - I've tried just loading the game with the mod placed into a KSP_Data folder of my making (just copied and pasted from the zip file) but it does not work. Any ideas?- 779 replies
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Now-defunct-thread-that-should-not-appear-in-google-search.
captainreynolds replied to Cilph's topic in KSP1 Mod Releases
I've looked for this and have not found an answer anywhere. I already have a very large satellite network in place, with each satellite having 4 communotron 16's, and one communotron 88-88. I did it mainly for fun, but it uses all stock parts. Here is a picture of it. http://i.imgur.com/FeFI2B5.png I did it mainly for fun, but would like to use remote tech on it. However, having just installed the remotetech mod, it evidently retracts all my antennae that were open previously when I focus on a satellite, and when I try to do anything, it says "No Connection to send command on." What does this mean? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
captainreynolds replied to rbray89's topic in KSP1 Mod Releases
Is this how it should look at this altitude or is there anyway to increase the resolution of the cloud texture? My graphics settings are all turned up to the max in the in-game settings. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
captainreynolds replied to TehGimp666's topic in KSP1 Mod Releases
Yeah, I just used HyperEdit to get one station up in orbit. It gives people who use my server a place to meet up/rendevous! -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
captainreynolds replied to TehGimp666's topic in KSP1 Mod Releases
Hmm, that's too bad. I guess I'll have to try and add it in somehow. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
captainreynolds replied to TehGimp666's topic in KSP1 Mod Releases
Does anyone know of a way to import an existing save onto a server? I have some stuff from a non-KMP save file that I would like to put on my KMP server. Can this be done? -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
captainreynolds replied to TehGimp666's topic in KSP1 Mod Releases
Just a quick PSA for everyone on a Mac that wants to run a server - if you have mono compiled and installed on your Mac, you can run KMPServer.exe. Follow the directions in the readme.txt (you have to download the windows version to get the three .dll files, they do not exist in the mac version), and just make sure you CD to the KMPServer.exe directory before you try to run it. For whatever reason it has to be your currently active directory, you can't just drag and drop the .exe file after you type "mono." All the server options work and if your ports are forwarded correctly then you should be set. I am however having a problem with the client side on my mac - I can't stay connected to any servers for more than a split second! I will see "connected to server!" confirmation in the main KMP window, but then a split second later it will say "Disconnected." Any advice? -
M4V (aka person who developed this mod, which i love by the way) - did you ever make that show FPS mod? Would love to see it.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
captainreynolds replied to sirkut's topic in KSP1 Mod Releases
Is there a way to make an infernal robotics parts (or parts, or group) constantly move in one direction, as though a key is constantly being pressed? Without me having to press the key. Basically I mean is there a way to move the parts automatically and constantly.