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Hi SkyKaptn,
did you ever get a solution for "your" non occluded orbital lines issue? Got the same and it drives me crazy. I found the answer of PhineasFreak that its not an RSS problem but that does not help much =)
Kind regards
PatSch
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KSP Loading... Preview: The Mun Texture Revamp
SkyKaptn replied to St4rdust's topic in KSP1 The Daily Kerbal
I would also like to know this @SQUAD Will previously built bases and such survive the ground revamp transition? Considering to start a new career but this question makes me uncertain. -
When a sat coms relay system is in orbit it should be able to output a GPS too. (points of interest, glide slopes, waypoint manager style)
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Never said that. I said :"dont use MP". A big difference.
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I wouldnt loose any sleep over it at this early stage of dev tho.
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YOUR "feelings" about KSP is not necessarily the next man's "feelings". My "feeling" is that either you start a MP session with your buddy, or you dont. Problem solved and move on.
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Dont't panic
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Will Planets and Moons be larger in KSP 2?
SkyKaptn replied to heyyitsnick's topic in Prelaunch KSP2 Discussion
There is a mod today (smurff) that with a few lines does, quote - "Stock and stockalike liquid fuel tanks (LFO, LF, Monoprop) have a fuel mass fraction of 87-89%; SMURFF increases this to 97% by reducing dry mass by 76%, putting them in line with real spacecraft fuel tanks" This works very well for those who do not want to go full RO. It would be dead easy to implement a stock smurff-alike function that matched one's chosen stock scaling. -
Will Planets and Moons be larger in KSP 2?
SkyKaptn replied to heyyitsnick's topic in Prelaunch KSP2 Discussion
I vote for a stock RSS system that can be found via interstellar travel. And a big YES to scalable solar systems as a difficulty setting. Actually I find the latter to be of utmost importance to satisfy veteran player's skills and need for extended realism without having to rely on a cascade of mods that break through versions and time. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
SkyKaptn replied to Thomas P.'s topic in KSP1 Mod Releases
Open notepad and paste the text into a blank page. Save as x.cfg (where x can be whatever name you like) and put your newly created cfg-file into KSP's gamedata folder. For better overview you could even make your own folder inside the gamedata folder and stash own configs there. Name the folder i.e HomebrewConfigs -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
SkyKaptn replied to Thomas P.'s topic in KSP1 Mod Releases
So 'apparently' you do not read the thread you are posting in. Stop nagging, you'll only delay things even more. Anyways.. 1.73 will be your best bet. (and it will be buggy as hell with the new colliders, so hotfixes for 1.74-75 will come shortly thereafter) -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
SkyKaptn replied to Theysen's topic in KSP1 Mod Releases
I am so happy to see continued development on RO and RF. Combined with RSS this is the only way to play KSP for me. Each version bump deserves a generous donation, it is like getting a new game.- 2,178 replies
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
SkyKaptn replied to Boris-Barboris's topic in KSP1 Mod Releases
I have not tested myself, but I saw @RocketPCGaming using it in the 1.6 preview stream.- 961 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
SkyKaptn replied to Theysen's topic in KSP1 Mod Releases
Is RO still being developed? I am unsure of whether to start fresh in 1.3.1 or just wait it out some more.- 2,178 replies
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Issue posted in github