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About TheWanderer05

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    Curious George

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  • Location Virgo Supercluster
  • Interests Aerospace engineering, making youtube videos, model rocketry

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  1. Suraci SSTO - capable of interplanetary refuelling n such. It barely has enough fuel in orbit to go to minmus to refuel, but has proven capable of interplanetary travel once fuelled up.
  2. Hi, I've been making a planet mod for a few day now and some terrain features appear very sharp, and textures just look like big squares with very visible borders between them. I'm not sure what's causing this, any help would be appreciated. Config file: Pics:
  3. Are you still accepting screenshots of planets? I got a bunch more in the past few days. I've also been meaning to ask for a while now - What's with those peaks in the west covered in green clouds? (Although I must admit they're fun to fly around) Edit: Now they're more fun and 10x as scary to fly around.
  4. Speaking of Eve, wasn't there another moon around it in earlier versions of the mod? Where'd that one go?
  5. Sure thing, I have a mission on its way to Thalia at the moment, and one to Olu'um that could get some beautyshots.
  6. Some of these are old, tell me what you think - forgot how to put an album in. All 1900x1200 album link:
  7. How do you suggest getting the craft out of the shot for non-surface shots? I can only move it into a corner.
  8. Nah, the mods are up to date. The current version of Kopernicus has issues with scanners, so I'm just gonna have to deal with it for now.
  9. Yeah, I was pretty close to Gaia when I tried, I was fully connected and everything. I'll see if the update changed anything when I get a chance, which probably won't be until mid July (I'm currently stuck on a MacBook which would probably explode with a mod installed).
  10. You could have a transfer stage to get to the Mun below the rover, then have a lander on top with radially mounted engines, as mentioned above. It would look similar to this:
  11. Okay, so I confirmed that something in this mod is messing with kerbnet. With all non-visual components of the mod uninstalled, kerbnet worked fine. Even with every probe core and scanner in the game it wouldn't work with the mod. Also, oddly enough, the ore scanner wouldn't project an overlay over the planet when not in the map view. I'm not entirely sure what would cause this bug in a planet pack, but the feature worked a few versions ago (not sure if it worked between then and now because I hadn't tried using it until I started looking for easter eggs again). Also, time warp is not allowed under 80 km on scorch, which is 30 km above atmosphere.
  12. Hi, I am currently having an issue with the KerbNet feature as of the 1.3 update. Prior to the update, I could use KerbNet with any probe body with no problem. Now, all I get is this when I open up the access window: The only mods I have installed are Kerbal Alarm Clock and a planet pack, but KerbNet worked fine with these same mods in 1.2.2. Does anyone know what I could do to fix this? Thanks in advance! edit: solved, kopernicus is currently having some issues with scanners, just gonna have to deal with it.
  13. I should probably specify that I mean the "Kerbnet access" button found while right clicking on probe cores, not the commnet.
  14. I'm not entirely sure if this is a mod-related issue or not, but kerbnet doesn't seem to work on any of my probes anymore, prior to 1.3 it did, even with this mod installed. Just asking to see if anything in the mod would change the behavior of this feature or not. Thanks in advance.
  15. The flickering stopped as soon as I boarded another vessel, and after I went on EVA later, it did not occur. I may have EVA'ed the first time before physics eased in, although I wouldn't think that would spark a graphics issue. If it happens again, I'll edit the config.