Mirakuli
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Bottle Rocketeer
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Mirakuli replied to sirkut's topic in KSP1 Mod Releases
Okay cool, thank you very much Have a good night -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Mirakuli replied to sirkut's topic in KSP1 Mod Releases
Nonono , You still don´t understand it. I didn´t removed Remote Tech, just the signal delay. But right now I am testing it without Remote Tech at all, I´ll update here in a few moments... EDIT 1: Removed Remote Tech, IR still not working, reinstalling IR now EDIT 2: IR is working again after reinstalling it, I will add Remote Tech now and see what happens.... EDIT 3: Okay so magically the Bug is not there anymore, but I´ve found another bug. I forgot it and now I remember it again. If you remove a IR part, it stays in the group editor, and the window of the group editor is bugged. I need to reload the vessel or the VAB/SPH to get the window normal and the ghost part removed. What should I do? I thank you for helping me with the other problem -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Mirakuli replied to sirkut's topic in KSP1 Mod Releases
1. I installed IR and it worked 2. I installed Remote Tech, and IR stopped working 3. I thought it might be the signal delay of Remote Tech and removed that, IR still does not work. The Icon is in the toolbar. The toolbar and IR are on the newest versions. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Mirakuli replied to sirkut's topic in KSP1 Mod Releases
Please don´t kill me if somebody already wrote about that problem :S I somehow cannot use IR ingame when I have Remote Tech installed. Before I installed it, I could open up the window when I am flying a vessel. After I installed it, I couldn´t open it up anymore I still can open the group editor but not the actual window to more IR parts. It has nothing to do with the signal delay from Remote Tech, I removed it and the bug is still there. Did anybody notice the bug already or can somebody help me with it? I really want to keep Remote Tech though Mirakuli -
Hey, just wanna know who´s going to Gamescom this year. Please send me a PM then Thanks
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Mirakuli replied to TriggerAu's topic in KSP1 Mod Releases
Hey, I think the icon is not that what it supposed to be right? The whole toolbar is flickering when the icon of the KAC is in the toolbar. If I remove it from there, the toolbar works normal :? I use the latest version of KAC and the toolbar. Link What do I wrong? -
LLL - Lack Luster Labs - Development Thread
Mirakuli replied to Lack's topic in KSP1 Mod Development
Ok this is getting more weird than it is already... It doesn´t matter which mod you´ve installed. At a certain amount of parts I think the game stops loading parts and stops showing parts inside the VAB/SPH. As I see in the debug toolbar the game loads every texture, but not every model. The part counter stops around 930. Either it is because the game is 32 bit, I don´t really think that´s the problem, it already worked with those in .23 or it is just a bug of .23.5 and I have to wait for a fix or .24. Btw do we know if the devs will use the new Unity engine with 64 bit support for .24? -
LLL - Lack Luster Labs - Development Thread
Mirakuli replied to Lack's topic in KSP1 Mod Development
I´m using LLL-Full. But this is weird now. I added one part after another from the NASA folder and now it loads every part normally. I don´t know what I did differently :/ But now it works fine so I´m happy ^^ PS.: I´ll add my other mods to the /gamedata-folder so I see if it might be another mod. I will give you an answer then. -
LLL - Lack Luster Labs - Development Thread
Mirakuli replied to Lack's topic in KSP1 Mod Development
Hey there! I´ve discovered a bug with the LLL mod: So when I load LLL with Squad and the NASAmission folder together, the game loads every part of LLL but doesn´t show it in the VAB/SPH. Now when I load LLL without the NASA folder the game shows me every part of LLL. Is it a problem on my side or is it on the side of the mod? Help me Lack! Greetings, Mirakuli -
Now-defunct-thread-that-should-not-appear-in-google-search.
Mirakuli replied to Cilph's topic in KSP1 Mod Releases
Haha! Finally! It took me the whole day :S My first Communication Network! Link Ahhh I love this game -
Now-defunct-thread-that-should-not-appear-in-google-search.
Mirakuli replied to Cilph's topic in KSP1 Mod Releases
I figured out that just by adding the pod names to the .cfg file is enough. I was looking after the aies.cfg file you mentioned and found this one. Now I know more about this mod ^^ -
Now-defunct-thread-that-should-not-appear-in-google-search.
Mirakuli replied to Cilph's topic in KSP1 Mod Releases
Everything is installed. This is what my Remotetech2 directory looks like Link. The probe body of my satellite is from the AIES Mod, it´s the smaller gold one. So if I understood correctly, there is only support for the stock bodys? If not, which pods are supported? -
Now-defunct-thread-that-should-not-appear-in-google-search.
Mirakuli replied to Cilph's topic in KSP1 Mod Releases
I need somebody´s help My remotetech mod is a bit buggy i think. If I launch my first unmanned probe, in the left top corner there is "Local Control". Even if I am out of range of Mission Control, I can control the probe. But this isn´t how this mod works right? So what do I have to do to get it work? -
Thank you very much