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SilverlightPony

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Everything posted by SilverlightPony

  1. Based on my understanding of CKAN, it's a metadata thing. Plenty of other mods have a range of compatible KSP versions. That said, it's entirely possible (from what little I know about the ins & outs of SpaceDock) that setting a compatibility range in the metadata is only possible when uploading a new version, and not when changing it on an existing file.
  2. Has anyone tried this on 1.1.2? That's where my main game is, and all the empty nodes are driving me nuts. [EDIT] Trying it now. Seems to be working. One broken link, but downstream nodes are still connected by another link, so no harm done. See pic.
  3. Ah. Yeah, I'm running a ton of mods, most of which aren't updated to 1.1.3 yet. What threw me off was that I updated a dozen or so to newer versions that are still compatible with 1.1.2, and one of them then complained that Contract Configurator was out of date.
  4. AFAIK, RT needs two-way links; if you don't have a dish on Sat 2 pointed back at sat 1, I'm surprised sat 2 is getting a connection at all without being in range of the KSC. You don't really need dishes just to relay around one planet anyway. The Communotron 32 omni will reach nearly halfway to the Mun. I eyeballed a Kerbin network using only those on 5 sats at 600km altitude that works perfectly; could have done it with 4 if I'd been even a little more careful timing my launches. You only need dishes to go to the Mun or beyond.
  5. Possible bug? I am unable to revert flights. I hit Escape during a flight, and the normal pause menu appears. Hovering over the "Revert flight" button highlights it; clicking on it causes that menu to disappear, but no other menu appears and the game remains paused. Hitting Escape again resumes the flight. Anyone know what's going on?
  6. The description in the OP strongly implies otherwise. I suggest updating the "about" section to make this clear—i.e., change "B9 Part Switch is a plugin that allows many aspects of parts to be switched in the editor, similar to Firespitter and Interstallar switchers." to "B9 Part Switch is a plugin that allows other mods to switch or swap many aspects of parts in the editor, similar to Firespitter and Interstallar switchers (note that this only enables other mods to have this functionality; it does not do anything by itself)." or something similar.
  7. It's fairly lightweight. At most, it's as heavy as an active game of KSP, minus any graphics load.
  8. With no third-party toolbars installed, Automated Science Sampler appears in the stock toolbar. Left-click to enable/disable, right-click to display the configuration window. I've got 83 mods installed, and all the ones that need toolbar buttons show up on the stock toolbar. *shrug*
  9. I don't bother with any of the mod toolbars since most mods support the native toolbar these days.
  10. They're working fine for me with 1.1.2, but there are several mods that have been updated for 1.1.3 that I haven't updated on my install yet, so you may be using different mod versions than me.
  11. Landertrons are your friend. (Grab the download from page 10, posted by kerbas_ad_astra, and make sure they're armed or you'll be experiencing the joys of lithobraking)
  12. For comparison, my 1.1.2 mod list: http://pastebin.com/Qn6Aybxi Assuming you're running 64-bit Windows (which you should be in this day and age), make sure CKAN is set to run the 64-bit version of the game by going Settings > KSP command line... and changing KSP.exe to KSP_x64.exe . The full text field in the dialog should read: KSP_x64.exe -single-instance Oooh, nice. Now I just need to find a 1.1.2-compatible version to manually install; shouldn't be hard.
  13. I haven't had any issues with CKAN breaking things, just a couple of mods I was looking for weren't available through it. CKAN can do this. File > Export Installed Mods... and choose .txt format instead of .ckan format. Note that it only works for stuff you used CKAN to install. I've seen several empty nodes as well. Could be I just don't have any mods installed that use them; can't say for sure.
  14. Several. Here's a pastebin with my modlist. IIRC the problem existed when I tried it without Community Tech Tree as well, but I don't recall which other mods were installed when I tried that. Thanks.
  15. That strikes me as unintuitive (these are mainly for rockets, not planes), and it's not mentioned in the FAQ--but you're right, that's where they were.
  16. I'd forgotten about the Reflectron (I'll try that), but no, every time I've looked closely after losing connection, the antenna was still there. [EDIT] The Reflectron did the trick, apparently. *shrug*
  17. I'm literally maybe 100 meters directly above the launch pad.
  18. So, I got a few comsats up, but now I'm trying to launch another one, and I keep losing connection a few seconds after liftoff. Yes, I have active omnidirectional antennas on the craft. Yes, I have power. I even tried plunking down a small craft just outside the launch pad with more omni antennas on it to act as a relay, just to be sure I had coverage. Still losing connection. What gives?
  19. I've got the fairing base, but I can't find the decoupling side panels anywhere. The only sides I have are the non-decoupling fuselage panels. Every "Aerodynamics" part I have access to: http://i.imgur.com/VeA4U4b.png http://i.imgur.com/xmIX6IU.png Tech tree: http://i.imgur.com/efndIL6.png http://i.imgur.com/SusUgMh.png Halp?
  20. Any idea why even with the filter set to show "All" mods (as opposed to "Compatible", which is the default) some mods aren't listed depending on the version of the selected KSP install? File > Export installed mods... will do this, albeit without version numbers. The default .ckan file format is plaintext and can be read with any text editor, but you can also tell it to save in .txt or a few other formats.
  21. Well, as of right now, Spacedock is down. So there's that. :/
  22. This isn't showing up in CKAN for me, even with the filter set to "all" instead of "compatible"—when I try to add Near Future Construction to my game, CKAN complains that it can't find this, and I can't find it looking manually either. Nevermind. For whatever reason, even though CKAN was set to show all mods, not just "compatible" ones, it doesn't list this when I have my 1.1.2 copy selected, but does when I switch to my 1.1.3 copy.
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