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Everything posted by Kepler68

  1. Is there a spreadsheet for what experiments work where? its a bit overwhelming XD
  2. Hi! I finally got a good enough PC to get this to run and holy crap its amazing! however when looking around i noticed there was no support for OPM bodies, and looking online i couldnt find anyone who had built a patch for it yet. is there a patch between the two or do i need to build custom configs for it myself?
  3. (Backport so low priority if its a bug) The habitation ring does not inflate or activate. the only button on it is habitation, which stays disabled no matter what. am i doing something stupid? the ... option seems to do nothing as well. EDIT: I can enable it VIA save game editing, so it looks like just the buttons are broken right now. EDIT2: fixed on latest (thx PiezPiedPy)
  4. interestingly enough, everything except the recruit button on the university appears to work on 1.3.1 despite being built for 1.4.5 (dont ask why im running new mods on old versions im desperate :P). is the recruit button off for 1.4 as well?
  5. actually the only thing the game looks at is the line referenceBody. everything else remains the same and no hard math is needed . also good luck with your super jool mission
  6. out of curiosity, why does KSS take so much ram? i can install 20-30 other planet packs with no issues other than load time but KSS warns about overuse of ram. is this just high resolution textures? or lots of PQS mods? or something else?
  7. Kepler68


    Saru Planet Pack (requirement) has had its spacedock page go missing. i found a version on an archive that works properly which is here in case anyone needs it. Link (google drive, download button is at the top)
  8. Yeah. Saturn color as in eyeball IRL picture color or as in similar to sarnus from OPM?
  9. A small Cosmetic mod that adds a green ring system around kerbin. it works with any planet pack that does not put rings around kerbin. Curse: Spacedock: Rings Requires ModuleManager: Requires Kopernicus: Liscensed as Public Domain.
  10. i reset it by selecting the craft with hyperedit once its unloaded, and putting back in the old semi major axis value.
  11. Im looking for a mod that will reset a specific spaceship's semi major axis when its unloaded. i have to go near my remotetech sattelites alot and the physics sim causes the SMA to jiggle by a few meters each time. this knocks it out of sync and i have to reset it via hyperedit every time. does anyone know of a mod that can fix this?
  12. what was your favorite rule-breaking post?
  13. That moment when you find the original post, and dig through 5 other continuations to get to the most recent Glad to see its still up and running though, this is a great mod to use with the other colony mods like USI and Extraplanetary launchpads 10/10 would launch rockets from gilly again
  14. @Findthepin1 @SparkyFox is looking for you. run, run fast, run far, and dont look back
  15. There are pqs mods to mess with color, the guy who made OPM had a really good example somewhere but I forgot where
  16. im also gonna try to run it on 1.3, ill let you know if i get a crash too
  17. small critique, high over bop exists beyond its sphere of influence. you can lower this height by adding spaceAltitudeThreshold = X to the ScienceValues in the config file its SOI is about 10-11KM so probably have it as 7000 or 6000. hope this helps
  18. @Moderators thank me later
  19. for those not on the discord (WHY ARENT YOU) i have the server modpack ready and up for testing in there. ill grab a link in a sec it is NOT on the server yet
  20. what @max_creative? oh uhh... @qwertyuiopasdfghjklzxcvbnm
  21. i fly next to your spacecraft, lure you in with struts, and trade you struts and boosters for the cookie. now the cookie is mine muhahaha
  22. Hi max what do you... oh. Uhhh also @0111narwhalz