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ctbram

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Everything posted by ctbram

  1. Does this work with 1.2.2? CKAN says the mod is outdated. I can't live without this so I hope is going to be ported.
  2. Hello guys, I am red/green color blind and the stock navball is killing me. I cannot see the target prograde and retrograde markers. I had a texture that was great but it no longer works 1.1.3. Has there been any progress in figuring out how to change the navball texture in 1.1.3? Thanks -RM
  3. Hoe do I activate the maneuver gizmo???? I see no button on the display. So it must be a hotkey? Also p does not show/hide like precise node did so what is the hotkey for that??? Maybe a hotkey list in the OP would be nice?
  4. Brightness was a separate issue, sorry if it sounded like I was combining it with the offset issue. For the offset issue I was thinking perhaps thickening them a tad might help. For parts that mate and are sticking up they can be pushed into the surface. For parts that would swallow them they should stick out enough to click and adjust them. That is just a thought. As I mentioned if you look at the B9 small and normal surface light those seem to be a good thickness. oh and ty for the reply.
  5. It is working for me (version 3.9) But... The lights are very dim. The models could stand to be just a little thicker. Many time they end up floating above the ship surface or worse inside of it. It would be better to have them a little to thick and be able to push them in then have them consumed inside the part they are attached to. The B9 large and small lights attach nicely and are bright but I do not want to add a huge library of confusing parts just to get two lights. Just my 2c.
  6. I saw there was an update to interstellar fuel switch and core 2.1.1. and I have kspi-e 1.9.7. But I am still not gettinmg an option for lqd fuel and oxidizer with the 3.75 to 2.5 kspi-e adapter. Default is still hydrogen and the only two oxidizer options are hydrogen and methane. No need to reply if it is still on the list to be addressed. I don't mean to bug yah. Just wanted to mention it to be sure it's not a problem with my installation. Thx and great job keeping kspi-e maintained FT.
  7. ah kk sorry if this question had already been asked. I did only a simple search on " 3.5 to 2.5". -rm
  8. I just noticed the kspi-e fuel tank adapter 3.75 to 2.5m does not appear to support liq fuel + ox is this correct or do I have something installed incorrectly? The default appears to be liq hydrogen without liq fuel + ox I cannot use it with most of my engines??? interstellar fuel switch only gives me two options with ox (lqdHyd + ox) and (lqdMethane + ox) and like a dozen single fuel types incl water
  9. Yes I have and there is nothing in it about that gui message. After an hour of pulling my hair out I have found it is part of Action Groups Extendeds interface with remote tech. This is at least the 3rd time I have stopped playing for a while then started up and then could not recall what mod was generating this popup. I wish the OP would add a FAQ to point people to AGX when they see this message because all the user sees is "RT Queued Actions" in a gui that has no X or close button so there is no way to get it opff your display and one instinctively thinks it's something coming from RT!!!
  10. I am going to try and be calm. But seriously I am very upset. I have just sat here for over half a day trying to simply make a test ship launch and then roll 90 degrees! Because I would prefer not to send my astronauts to space SIDEWAYS!!!!!!! But I have tried every conceivable way to make the ship roll and all I can manage to do it get it to PITCH around either the x, y, or z-axis!!! I am a pilot and what kOS is calling pitch, roll, and yaw is not what I or any other pilot would call them!!!! So how do I meaningfully control a ship from kOS? Oh and by the way the documentation on control is really BAD., Anything that starts out saying ROTATION is DIRECTION and DIRECTION is ROTATION has me confused right from the start and seriously not single single example of instituting a roll program from launch! Really! I mean for the love of god why should it be so hard to instruct the ship to roll ccw 90 degree about the longitudinal axis!
  11. How am I the only peron in the entire universe that apparently has to keep asking this same question. When I install remote tech and go to the launch pad I get an ANNOYING popup that I cannot hide that says RT Queued Action. How the bloody hell do I make it go away and what the heck is it for?????
  12. How do you unhide the border????? The control arrow goes away along with the border!!@!!!!!!
  13. ah ty I thought this was added but I could not recall how to get to it. Thank you again!
  14. okay if I cannot get the nav ball over to the left I am going to take a bat and bash the hell out of my monitor!!! Does the old version of this work with 1.1.3? Or did they add the ability to move the navball into stock? If so I cannot find a way to siaze or move the it!!
  15. Any chance of an official 1.1.3 working version?
  16. ah ty for the info. I was just curious and I have a machine that can handle the old ur so I did not want do downgrade. regards. RM
  17. doh! I am guessing that is spelled out some place that I just did not bother to read. Thank you for the response. I will stick a dipole on the thing. Of course it would be nice if there was a more intuitive error message like no comm link or something. This message reminds me of the old joke about just replacing all the gauges in my car with a single red led and when it comes on the "experienced" driver would just know what is broken! Although as I think about it "out of range might infer a communications link issue". cheers, RM
  18. I thought I had asked this already but I cannot find my post. What happened to the UR version? All I see are HR, MR, and LR.
  19. okay I am pulling my damn hair out. It has been a while since I used kos. I am looking at the docs page. I created a very simple hello, world! test program. PRINT "Hello, World!". and saved it to file game-root-folder/ships/script/kos1.ks then I put a ship on the pad and open the terminal and type: LIST VOLUMES. and I see - 0 archives -1 and 1* 5000. I am using the small kos computer. Then I type: SWITCH TO 0. and I keep getting an error: Volume is out of range????? So I cannot even get to step one of running a script!!!! It is cut off but I am in .../1.1.3.1289-070916/Ships/Script/ the program is saved as kos1.ks So why can't I switch to volume 0???? Both switch to 0. and switch to archive. fail!!!!
  20. When did the UR version go away? I think I still have 0.7.1 UR version. But I am still running ksp 1.1.2.1260.
  21. I searched but did not find anything. I am still on 1.1.2 and when I installed kerbal alarm clock exception detector goes insane! It says kerbal alram clock is throwing thousands of exceptions per second. Has anyone come across this?
  22. This looks like a very promising mod. Unfortunately the 1.0.5 pre-made ships do not work with the latest version. Many of the part and assembly names have been changed. Without examples to work from I cannot get anything assembled! I spent well over and hour trying to build something around the SC-S-SMX core and could not find a tank that fit. Between these parts and the stock parts trying to figure out how things need to be assembled is nearly impossible. So I had to just give up as I want to get stuff into space and not spend frustrating hours of time randomly trying to figure out what parts are intended to connect to what. Please make ship configs, or a document, or a video that explains what parts are designed to connect to each other. Otherwise all the work on this is just wasted as people are going to get frustrated just like me and uninstall it.
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