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MisterFister

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Everything posted by MisterFister

  1. Does this mod have a keybind to allow for "switching" between the VAB and SPH? I'm not talking about switching between the symmetry modes, I'm talking about switching as between where constructed craft are sent (Runway / Launchpad). Something to prevent the need to exit VAB, enter KSC-scene, and then from there enter SPH-scene?
  2. https://www.dropbox.com/sh/9jzn4gyh7qrrfhw/AABvjBSlUUE9VAzxBujIBUxaa?dl=0 Please note my logfile, my .ckan modlist (I also run a manually-installed dev-version of KCT) and two images. Here, the pertinent image is "20171225 modlist.jpg". Howdy folks! LOVE this pack, great nostalgia from way back in the v0.22 days of Manley's Interstellar Quest! Anyway, note the start-screen background image of Kerbin. I vaguely recall from YEARS ago that there was an EVE or AVP issue where a duplicated cloud-texture resulted in the sort-of-blurry double image of the clouds. Here, I'm wondering if the double image might be intentional because the underlayer is simply the shadows cast unto the ground by the clouds overhead. Is this a bug or a feature, and if it's a bug, how can I identify how to fix it?
  3. Would it be possible for the next patch of base-KSP to address this? Either reposition the buttons in the upper-right quadrant entirely, or to instead allow for the entire screen to be scrolled? I attempted multiple screen resolutions, and all (including my 1920x1200, including side-monitor repositioned within Windows to allow for vertical spillover) were unable to help me actually begin my save with all mods installed simultaneously. Other technical info available by request.
  4. Loving this mod! Experienced veteran player, mod-addict, picking the game back up after a hiatus and starting the super-hard-mode early-career grind. I understand that this mod nerfs a lot of the reaction wheel strengths, which is fine. Any tips on how to stabilize the first generation of flea-booster hopper-rockets? Mine tend to flip out about 40% into the burn (throttle-limited to an ignition TWR of ~1.4 to maximize final altitude for science gathering purposes). I can't figure out if it's better to race to larger aerodynamic fins and longer-fuselage SRBs for stability, or racing to unlock higher-tier SAS parts. Note, I'm using the hard-default setting for 60% science return in a mostly-stock planetary system, alongside at least 200-300 other mods. .ckan file or other info on modlist available on request if it's relevant.
  5. From what I recall, the only support it really has is a couple of containers that hold USI-LS resources. As the resources haven't changed, it works just fine. No, but also no. It's been fine so far. I would love a bit of an update - a few more resources, and a couple more racks would be nice - but there's no problems with it. Intriguingly, my original question is obsolete as to KSP version number. As things stand, I'm willing to categorize this mod, for my own purposes at least, as inactive. Which is sad. :'(
  6. AVC is reporting that I currently have v1.9.5 installed, but my [modmanager] clearly reports that I've installed v1.9.6. Is this a .version issue?
  7. Hi there. I'm still getting this popup. I run and install through CKAN. Is this update somehow not migrating through the netkan? Shall I bring this issue to the CKAN-thread?
  8. Not sure what the crowbar expression refers to, as I've never heard it before. And what does TWR have to do with MJ autoland?
  9. Always east by the same magnitude? Is the differential scalable to landing orbital altitude, or by body? Try differing your decay orbit. If you were orbiting equatorial retrograde, inclination 180, would this cause your target-drift to be westward? (I predict: westward by a different margin). Would inclining to a 45 or -45 orbit alter the drift?
  10. Just a thanks for this awesome mod. It's a shame that it's not actively worked on, but as someone who always enjoyed using it -- it was great.
  11. I see that there have been weeks and months of silence between comments on this thread, alongside a recent community recompile with stability warnings for KSP v1.3.1. Is this a dead / dying mod?
  12. Where would you suggest we submit grammar / spelling issues within the mod?
  13. Fair enough. My original curiosity was with respect to Kopernicus itself. I downloaded and installed straight from your zipfile, and the AVC notified me on load that the packaged Kopernicus was for KSP v1.3.0. Hence the inkling to CKAN Kopernicus... etc. No worries!
  14. Oh of course. My fault for not being clearer -- I'm a very heavy modder, very rarely doing playthroughs with fewer than 225 mods at a shot. I'm very aware of the excruciating pain that comes with a mixed-CKAN install, and I therefore tend to restrict myself to as few manual-install mods as kerbally possible -- fewer than five, if I ever can. I was specifically asking my question in response to one of your references to overwrite -- overwriting files is a BIG source of cancer for CKAN, which is why I was just simply asking in passing if you specifically knew of any finer detail or not. As an aside, I can say that if the netKAN is properly written and maintained, CKAN does a rather serviceable job of hosting WIP mods. Given the interlaced dependencies you bake into your mod here, I'd submit that perhaps it would be more advantageous, and not less, to adopt CKAN deployment during development instead of waiting, since development version pushes could very well change a fair few hiding install parameters. A prominent side-benefit of CKAN installation, mind you, is CKAN-uninstallation as well.
  15. Your description of the issue you're experiencing is rather generic. Answering blindly, I'd suggest that one of the few ways that a MJ issue can be caused by a specific planet in a planetpak mod is if the terrain collider were somehow not matching the visual texture. Perhaps some elaboration would help? Or even a link to your comment in the MJ thread?
  16. Ok, and I'm assuming you don't but I'll ask here while I have your attention and I'm knee-deep into doing it: Are you aware of any issues that would come of using CKAN to manage Kopernicus alongside a manual install of your planetpaks? (I'm initially going to be working in a sterile standalone-install of KSP specifically for modtesting purposes. Here, the CKAN-emphasis is in easily switching between different mod configurations with a mouse click. This can be achieved without CKAN by running branch-redundant copies of KSP, but even on the SSD that I use, the read/write actions on a 3.3GB footprint like modless-KSP can bog down my system so I would hope to anticipate where it is or is not absolutely necessary.)
  17. @Gameslinx this and After Kerbin look truly awesome. Do you have any preference for or against listing these planet paks on CKAN? Related: the metadata for Spacedock lists that BK is pegged for KSP v1.3.0. Does that mean that you suggest holding off with applying it to a v1.3.1 install?
  18. So the fact that plugins needed a recomplile with both v1.3 and 1.3.1...? I mean, are you saying that your logfiles confirm that you are not throwing silent errors that would potentially conflict with mods that I might be running that don't appear in yours?
  19. I literally quoted from the most recent comments by the modder. You know. If I spent any time. On the other items, you make a fair point.
  20. Also an issue here in NYC at 0525 UTC-5. I note that the netKAN updated for a Spacedock-hosted mod within the timeframe represented by these reportings, however. (Relatedly, CKAN is borking when the download requests timeout.)
  21. I've downloaded it but not yet installed it. Notes v0.14.1 is listed in CKAN as meta-keyed for KSP v1.3.0, and therefore for the time being not installable by CKAN on a 1.3.1 install. I'll be troubleshooting this and a fair few other mods at the same time in the coming days. I asked this question here and a few other places, too. Good to know you're still around, cute little mod.
  22. Is this mod still actively developed or maintained? I note that this forum indicates that a recompile for KSP v1.3 was released some weeks ago, but CKAN (if I recall correctly, a community-submitted CKAN listing) only indicates the latest version is meta-rated for KSP v1.2.2 with Kethane v0.9.8. This mod was my first mod that I ever installed back in v0.18, and it'll always be a must-install-if-available because of that. I'd gladly plunk a coin into a donation cup somewhere if I were shown to one.
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