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Posts posted by eberkain
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11 hours ago, HebaruSan said:
Or convergent evolution, the most obvious way to implement certain things results in the same problems.
Typically when you recreate something complex like a physics simulation, you would identify the biggest issues with the current system and build the new system in a way that resolves those issues.
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On 2/23/2023 at 12:10 PM, camacju said:
Fuel flow has been an issue for a long time. Did you just use the exact same system as in KSP 1?
with wobbly rockets, overcorrecting stabilization, even that jerk when you transition from surface to orbit frame reference. Pretty sure its the same engine with a new paintjob.
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I did manage this, but I think that will be it until there is a 0.2 version.
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I played for a few hours and every couple minutes I encountered a new bug that I had not seen before. It was honestly quite impressive.
reddit post for context.
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44 minutes ago, Gameslinx said:
Not natively, but configs for it can be found here: https://github.com/KSP-RO/RealSolarSystem/tree/parallax
I've started to play RO again, any plans to tackle the conflict with citylights from eve?
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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.
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On 1/28/2022 at 10:40 AM, JadeOfMaar said:
This is Sea Quest Science! Adding purpose to ocean biomes and submersibles!
fingers crossed for kerbalism support.
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24 minutes ago, Folkhoer said:
I also posted this in the EVE thread because I don't know what causes it :p..
apparently nobody else does either. How about starting with a full log so we can see exactly what all mods are installed?
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1 hour ago, TaxiService said:
Can you show how to trigger the addition, please?
JNSQ uses KK to roll their own ground stations and launch pads, etc... That is where those are coming from.
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42 minutes ago, Silvia Dragoness said:
I'm already a CKAN evangelist. Somehow, neither UKS and PBC mark the other as conflicting.
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.
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Really impressed by the looks of this mod, never thought such a thing would be done. Wow!
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10 minutes ago, chadgaskerman said:
Avatar SSTO?
if it is then I haven't seen one of those in a whileI was thinking snowspeeder
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5 hours ago, AtomicTech said:
What would a command pod patch need to be compatable with Kerbalism?
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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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.
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11 minutes ago, blackrack said:
560 Ti... Damn those were the days
And here I am still using a 970 because you can't just go buy a 30 series at a sane price.
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man, sad to see this is not working anymore
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17 minutes ago, AtomicTech said:
Knight of St. John's SWE is a great library resource of plumes to work with.
I personally have it as a dependancy for Waterfall Support on my Mod.
I could just take them out, but he updates them semi-regularly to stay accurate to what they would actually look like.
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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Just now, AtomicTech said:
Install Taerobee from GitHub, along with @Knight of St John's Stock Waterfall Effects and @Nertea's Waterfall.
Then, just collect images of the engines running.
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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Just now, AtomicTech said:
I do everything manually, so, yeah, I'll download it tonight.
I used to. CKAN really works great now compared to many years ago, I love it.
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14 minutes ago, AtomicTech said:
Now I have to download USTools.
I haven't yet, for some reason.
Where can I find it?
I think he means USI Tools, and that is already a dependency for the mod and should auto install via CKAN.
KSP2 refund
in KSP2 Discussion
Posted
Sadly steam does not agree and would not give me a refund based on this line of reasoning.