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Everything posted by eberkain
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
eberkain replied to Gameslinx's topic in Add-on Releases
I've started to play RO again, any plans to tackle the conflict with citylights from eve?- 2,555 replies
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[WIP] Jade's Dev Thread - WBI Accessories + 5m Shuttle II
eberkain replied to JadeOfMaar's topic in Add-on Development
I don't think there really are any anymore, but I did just discover SunkWorks the other day and that kerbal diving suit is just amazing. I think Buffalo and Feline Utility Rovers both have some water engines and you can make some subs with them. And there is always RoverDudes sub pack, which I think is rolled into one of his other mods now. -
[WIP] Jade's Dev Thread - WBI Accessories + 5m Shuttle II
eberkain replied to JadeOfMaar's topic in Add-on Development
fingers crossed for kerbalism support. -
Unkerbaled Start and Probes Before Crew is definitely an either/or situation. They both do basically the same thing. Its not possible for every single conflicting mod to be flagged correctly in CKAN.
- 2,022 replies
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- launch pad
- saturn
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[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
eberkain replied to Angel-125's topic in Add-on Releases
Really impressed by the looks of this mod, never thought such a thing would be done. Wow! -
totm june 2018 Work-in-Progress [WIP] Design Thread
eberkain replied to GusTurbo's topic in The Spacecraft Exchange
I was thinking snowspeeder -
pretty sure kerbalism will automatically patch any parts with crew capacity. Most of the part specific patches look like radiation emitters or comfort, etc...
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@TaxiServiceNot sure if you ever got your PC up and running again? I am getting non-stop spam NRE spam if I enable extra ground stations with Kerbal Konstructs. [EXC 07:21:59.730] NullReferenceException: Object reference not set to an instance of an object CommNetConstellation.CommNetLayer.CNCCommNetHome.Update () (at <8ec62eff1dfc42afb960f68e49dadfbe>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) In this log I create a new sandbox game, launch a probe, no issues. Then I go back to the main menu. Create a new sandbox game, and enable the KK Extra Groundstations, then launch a probe and I get the NRE spam. https://drive.google.com/file/d/1km1JEMvcqmfkrdWacvJa5AkWygWCVtzQ/view?usp=sharing What are the recommended settings for using KK alongside CC?
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@zer0Kerbalfor some reason I can't attach anything to the bottom of the 0.3 parachute anymore.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
eberkain replied to Shadowmage's topic in Add-on Releases
Is Textures Unlimited absolutely required? EDIT: The landing gear will work without it, which is mainly what I was after. It would be great if the other parts would also have some kind of basic texture without TU. -
man, sad to see this is not working anymore
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[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels
eberkain replied to Angel-125's topic in Add-on Releases
I love all the artwork you did for this mod, really great job. What was the reasoning behind the one arm having a tiny robot with tiny arms on it? Just seems really out of place compared to everything else. -
I will have to do some more research, but my initial reading was that it would conflict with the Waterfall Restock mod for those using restock. I will check it out later and see if I can just pull out the mod plumes.
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I saw the stock waterfall effects mod, but I assumed it would conflict with Restock so I didn't touch it. Why would plumes for a different mod be included in a mod for stock engines?
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Which way did you end up going with it, as I play around more with small rockets it feels like the restock Oscar series tanks just dont have enough fuel for their size.
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yeah that is weird. Just so you know I'm not messing with you. I found the option to hide it and that works, so I'm good. I did see this which seemed weird. I am using JNSQ and a whole bunch of other mods.. nothing should mess with the time widget though... I do have a mod called Alarm Enhancements, but i highlt doubt that is the issue.
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
eberkain replied to Papa_Joe's topic in Add-on Releases
the screenshot is in the vab, did you take it into the flight scene and inflate it to see what happens? -
who needs game sounds when you have the PRIME Thanatos!