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    *Squeezing* the *Juice*

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  1. Yeah, that's what I figured, but I thought I'd cover my bases. Otherwise, someone would surely step forward and say that it updated just before I posted.
  2. Just a bit of help for some of you, maybe. I just installed this mod with Ckan, with its dependencies, in 1.11.2. At first it didn't work, and I tried a couple of things, to no avail. It was reporting Kopernicus as the problem mod. The game would load, but the stock Kerbal system would load. Anyway, at some point I used the "refresh" function in Ckan, and it showed that Kopernicus had an update available. So, either Kopernicus uploaded a new version in the last 15 minutes, or something weird was going on. Anyway, give that a try.
  3. Me too. The procedural fairings they introduced just never work right, to me. You have to click in some weird, odd place to get it to build. You can still get that old procedural mod, though. I still use it.
  4. Meh... now that you mention it, I probably won't. A big part of KSP is the craft creation experience, so I'll probably want to do it all again anyway.
  5. If it's that good, I'll be glad to do it. but I'll miss my old crafts....
  6. See? I told you! Hehe, I thought of that post when I heard KSP 2 was coming out.
  7. FYI, I cleared out all my other mods and reinstalled RSS from CKAN, and installed the texture pack manually. It all works, amazingly. I'm running RSS on 1.7.3. And the engine ISP values are normal again. I did not, FYI, install any "recommended" mods.
  8. I think the biggest problem with mod development is that they keep updating the game, honestly. Mod developers get sick of having to constantly work on making their mods work with the latest version. I appreciate that they are fixing bugs and all, but there have been so many versions of this game that mod developers just give up. I think Kerbal Engineering is on its third dev team. RSS is several versions behind because the mod developers keep stopping and waiting for the next release. There is a limit to the patience of people who code mods for free.
  9. I'm sorry, I didn't see where KSP 2 would auto-delete all KSP installs.
  10. I don't agree. The original will still be there. I still play Civilization 5 from time to time. A lot of people do. I'm cautiously optimistic that KSP 2 will be better anyway. And KSP does have structural flaws. A lot of the game just doesn't work well together. You really need mods to make it an interesting game any more, although the latest DLC did a lot to fix the game's problems. Anyway, if you don't like KSP 2, play KSP. It's not going anywhere.
  11. Hey man, I heard you saying you got a version of RSS and Kopernicus working in the latest version of KSP, despite there being some minor issues with fuel/engine stats, I was wondering if you could let me know how you got it working or might be able to link me to the configs you updated? I'm concidering coming back to KSP to rework a mod I used to maintain 3 years ago and would love to be able to test some things in RSS in the latest version of KSP, engines stats etc really aren't a concern for me as my mod is all visuals. Any help or info would be much appreciated, cheers, Pingo.

    1. Show previous comments  5 more
    2. RocketBlam
    3. pingopete


      Ah I didn't even know that was out, I'll give that one a go 

    4. pingopete


      Got it working with that new dll and new kopernicus from github, cheers 

  12. I'm having a problem with RSS. I have gotten it working, mostly, in 1.7.3. However, all of the engines have ISPs that are too high. They all seem to be about 30% better than usual. For example, a Terrier has a vac ISP of 586.The improved ISPs are across the board. Every engine is more efficient. I don't like this, it takes the challenge out. It's basically like playing stock, but with a different solar system. The challenge is gone. Does anyone know what setting can be changed to get the original ISP values back?
  13. It didn't used to be this way though. The stock parts all had the same stats in RSS before, which is why I downloaded FASA. Some of the FASA engines are a lot better with ISP, and that made RSS at least doable. It's kind of not much of a challenge now.
  14. I'm using RSS, which I managed to get installed on 1.7.3, and I've also got FASA working. I noticed, however, that the ISP of all the engines is a lot higher than I think it's supposed to be. For example, the ISP of the Swivel engine is 425 ASL and 544 VAC. That's a lot higher than stock. Does anyone know why this would be? Maybe just a compatibility thing, since neither of these mods is really supposed to work in 1.7.3. Is there a setting somewhere I can change to fix it? Thanks.
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