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Everything posted by zuff
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[Win][With Auto-Updater!] Kerbal Space Program: Mod Manager
zuff replied to Norway174's topic in KSP1 Tools and Applications
Changing the registry to fullscreen true did show the window again on next startup, but after a restart it disappeared again. I then went into the registry and deleted all traces of KSPMM and reinstalled the program. It works perfect now. Not sure what messed it up but something got funky between installations in the registry. -
[Win][With Auto-Updater!] Kerbal Space Program: Mod Manager
zuff replied to Norway174's topic in KSP1 Tools and Applications
Not sure what happened but whenever I open the program the window doesn't show up. I close it then open it again and still nothing! It's like the window position is off screen or something. Any clues? EDIT 1 - Fixed it by uninstalling and renaming my --MODS-- folder. A simple reinstall didn't fix, but renaming the folder and doing a complete uninstall then install did. EDIT 2 - Nevermind. After closing and reopening the window is gone again. EDIT 3 - Seems like clearing the mod folder, it opens fine. But once a mod is placed in the folder it doesn't appear when opening. -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
zuff replied to Dani-Sang's topic in KSP1 Mod Releases
Dani-Sang I made a skycrane-like landing vehicle using mostly your parts. I'm using it to deploy mobile Kethane scanners. Tell me what you think! Powertech: http://www./download.php?4qs48qc6qv3uo8c Powertech_MuMech: http://www./download.php?99l9b9w291idg9g MechJeb: http://svn.mumech.com/KSP/trunk/Releases/MechJeb_1.9.1.zip -
Please tell me what mods were used and how you got that in Orbit!
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
zuff replied to JDP's topic in KSP1 Mod Releases
EDIT - NVM, seems to work. I just put a remote controlled sattellite out and it's reciving a signal just fine from the command ship. Maybe I did something wrong last night. Oh well. Love it! It has 4 Dishes + 1 Long Range Dish. It also has 2 antennae. There's a three-man pod connected to the 5 man crewpod tank. At the very bottom there is the RemoteCommand module. Here's a picture: There's no one in the 3 man pod, but 5 in the crewpod tank. What am I doing wrong? I can't this vessel to send a signal to other remote craft unless it has direct contact with KSC -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
zuff replied to JDP's topic in KSP1 Mod Releases
Sorry if this has already been mentioned, I search through the thread and didn't see anyone else reporting it. I have a the crewpod full of five kerbals in orbit around Kerbin. There's a RemoteCommand module attached to it. It still reads "No Radio Contact" or whatever on the comsat list. Is this a bug? Do I need to have a kerbal in the regular pod that's connected to the crewpod for it to send out a signal? -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
zuff replied to Dani-Sang's topic in KSP1 Mod Releases
I thought my report was fairly detailed. I told you the mods that I was using and how after reaching the mun with my Kethane-capable ship I was not able to leave the ship or end flight. I have never had that bug prior to Kethane and have been running those other mods since 0.16 came out with no problem. I don't know how I can get more detailed then that, I could send you my craft file when I get home. I understand that your mod is a standalone mod but you must know that most people use other mods along with yours. So far all other plugin developers have made sure their plugins are compatible with others and I think you should do the same. I'm not in any way trying to be rude, but your response seems a bit too defensive, especially to some who's actually trying to make your mod better. You saying "You're the only person who has the issue" doesn't mean other people aren't having it too, I'm just nice enough to let YOU know about it. -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
zuff replied to Dani-Sang's topic in KSP1 Mod Releases
Am I not posting in the right forum? The bug is with Kethane so I'm posting about it in the Kethane thread. I also understand its in Alpha/Beta but how else would you fix bugs unless someone informed you about them? This is a great mod and if you can get it to play nice with other plugins which a majority of people use it will mean better success for Kethane. -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
zuff replied to Dani-Sang's topic in KSP1 Mod Releases
Try a simple mission with Carts and Remote Tech and send a Extrator Rover to the moon. You don't even have to put a RC antennae on it. You won't be able to leave the ship, you'll have to Ctrl-alt-delete the game. -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
zuff replied to Dani-Sang's topic in KSP1 Mod Releases
I really hope that it's an easy fix. These two mods are perfect for eachother. I had a rocket launch with four remote controlled rovers with extractors on them. Once I hit the mun I tried to go to the Space Center and that's when I realized that things were broke. -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
zuff replied to Dani-Sang's topic in KSP1 Mod Releases
My guess is it's either RemoteTech or MechJeb. I haven't tried ISAMap yet. -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
zuff replied to Dani-Sang's topic in KSP1 Mod Releases
I've noticed when using the Kethane Plugin, MechJeb, Carts, PowerTech, PowerTech MuMech, and the RemoteTech plugin I get a lot of bugs. These plugins would work great together. I also couldnt leave the ship and return to the Space Center. I couldnt even end flight. Also text input in MechJeb (for example, setting desired Ap) was reversed. None of these issues arose until installing Kethane. I really hope you guys can't get these mods to play nice together, im loving the Kethane plugin so far. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
zuff replied to JDP's topic in KSP1 Mod Releases
Ah ok. Well I'm not a fan of the delay in the first place. So this works out great! -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
zuff replied to JDP's topic in KSP1 Mod Releases
Seems to not be compatible with the latest Carts. I replaced the carts.dll but I lose the right-click contextual menu on the cart and it then falls through the earth. It acts like it doesn't exist. EDIT: Seems using the Cart.dll that comes with carts v1.33 works fine, the one packed with yours doesn't -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
zuff replied to Tiberion's topic in KSP1 Mod Releases
Any news on licensing? Shame that this new rule has put a great mod on hold. -
[Win][With Auto-Updater!] Kerbal Space Program: Mod Manager
zuff replied to Norway174's topic in KSP1 Tools and Applications
After installing to the KSP directory, I'm still getting this error on startup: http://pastebin.com/eePfqG8v -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
zuff replied to JDP's topic in KSP1 Mod Releases
File seems to be gone Anyone have a mirror or was it pulled for a reason? -
Great vid. Looking forward to the rest of the series. A quick note: You had 3 full tanks of RCS fuel left in that satellite, you could have easily reached your desired orbit position even after the main stack ran out. Would you mind also linking to the mods you're using? I have most of them but I'm sure others would like to know where to find mechjeb and the like.
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Ignore him. He\'s trolling the forums or he\'s just plain stupid. If you look through his post history you\'ll see. I really wish a mod would take care of him. I keep reporting him every time he comes to crap in a thread.
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White Monkey Kitchenware and SpaceParts Factory - ver 0.4 - HOPE SHUTTLE
zuff replied to sarkun's topic in KSP1 Mod Releases
Not sure if this is your mod or KSP but I can\'t seem to get the payload fairings to attach while using symmetry. It\'s not placing the second half when using the 2x symmetry. Besides that, great pack! -
Nice update, though I wouldn\'t have removed the nose tank as it still can serve a purpose where fairings aren\'t placeable (aka landing legs in the way) So if you could please consider re-adding that part that\'d be great. Also I don\'t know how long it\'s been like this, but you have a RCS tank (service module, model a) sitting in the Propulsion category while the other RCS tanks are in your Command category.