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KSP2 Release Notes
Everything posted by AdmiralSirJohn
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
AdmiralSirJohn replied to IgorZ's topic in KSP1 Mod Releases
Hit Enter instead. That cancels without bringing up the menu. -
I anchored these into the ground, and next time I flew a craft to the Mun, they were hovering way up like this...
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- geoscience
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Any idea how to fix the "flying towers"?
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
AdmiralSirJohn replied to IgorZ's topic in KSP1 Mod Releases
We've all done that, I'm sure... The parts I use tend to explode when they hit the ground when I do that. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
AdmiralSirJohn replied to IgorZ's topic in KSP1 Mod Releases
Are you dropping the piece at the attachment point (it stays green) or are you attaching it (hold H and it turns blue)? -
Mine won't bounce that high. I've only ever deployed them on Kerbin, Mun and Minimus, and they only bounce about 1-2 meters. Except for the pole-vaulting lights, arrays and antennas. Those just go up and stay.
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Not the explosion, but my bases will occasionally do that. Also, any light post, solar array or antenna that I anchor into the ground will appear above the anchor point anywhere from 500 meters to a kilometer and just stay there...
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Yes, and it still says it needs 1500 material kits. EDIT: Check that. There is no Wild Blue tab. SECOND EDIT: Never mind. I found it.
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If this has been asked and answered, I apologize, but I'm having a problem. When I try to recongifure the Chuckwagon module into its greenhouse form, the game says I need 1500 material kits, no matter how many I have on hand, even in Pristine Mode, where it shouldn't need any. Please advise. Thank you.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
AdmiralSirJohn replied to IgorZ's topic in KSP1 Mod Releases
Per Sardia's suggestion, I increased both the mass and distance limits in the config file. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
AdmiralSirJohn replied to IgorZ's topic in KSP1 Mod Releases
Thanks! -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
AdmiralSirJohn replied to IgorZ's topic in KSP1 Mod Releases
Okay, time for me to vent a little in the form of a question/request... I've been trying to install radiators on my orbital kolony. I have two Kerbals on EVA, holding station with their helmets touching both each other and the container. I try to pick a radiator out of the container, and it says "too heavy". Thing is, the radiator's weight is about 1.5x what one Kerbal can carry. AAAAAAAAAAAAAGGGGGGGHHHHHHHHHHHHHHHHHHHH!!!! So here's my question/request: Is there a way to make the "Yes, you are close enough together" distance larger? (It would also help to make the "Yes, you are close enough to pick this up" distance larger, as well, as it seems to work from the base of the radiator, where, in reality, it would be holdable from any point, but I can work around this one...) I'm not a coder, but if there's a setting in a .cfg somewhere, I would very much appreciate it. On the ground, it isn't much of an annoyance, but it's making my station building an exceedingly frustrating experience... -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
AdmiralSirJohn replied to IgorZ's topic in KSP1 Mod Releases
He removed all of the "entertainment items" two releases ago. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
AdmiralSirJohn replied to IgorZ's topic in KSP1 Mod Releases
Ah, okay. Thanks. Just kinda wondered why the spanner was floating off the ground like that... -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
AdmiralSirJohn replied to IgorZ's topic in KSP1 Mod Releases
I had this problem entering the MKS "emergency hab"... which later resulted in this due to a slow slide, by the habitat, down the slope of the crater (it was originally embedded in the crew hatch at center): I was going to ask "Now, what is wrong with this picture?" but it seems the issue has already been raised... -
The Russian-looking parts are played by Contares. Though I am with you in wishing someone would revive Bobcat's old US, Soviet and Station packs... BTW: I mentioned this some time back (and posted some suggested replacement images), but is there an easy way to change the image on the monitor in the activity module?
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Been timing out for me all day...
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- totm july 2019
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One thing I would like to see (and I find this more an annoyance than a "Grrrrr" issue) is a cfg for the Quest module that adds a stacking node for expendable/non-shuttle launch vehicles. I know it's supposed to be a re-creation of the actual ISS, but those of us who don't use shuttles have to add one manually, and that can be a pain sometimes... (Of course, if anyone wants a copy of my edited cfg, I'm happy to share. It doesn't put the node directly on the module, but it's close.) Other than that and the docking port issue (both of which I've taken care of on my install), everything seems to work well in 1.2. I've even gotten used to Nyan cat flying across my screen during loading... though I will still be happy when it disappears next Tuesday.
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For some reason, I get that sort of thing with all Google-hosted sites when using Chrome, which is very strange, since Google makes Chrome...