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Iso-Polaris

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Everything posted by Iso-Polaris

  1. I am a KSPI-E player and need resources more than of those basics. I will be needing resources like deuterium, Helium-3, Alumina, IntakeLqd, Regolith.....basically every resources that were included in CRP. Will I still finding those after I installed realistic resources?
  2. May I ask which mod are those parts (specifically solar and antenna) come from?
  3. Since WASDQE is for SAS control, I was thinking putting up down left right arrow in the keyboard for rover control However those buttons are for camera controls which are completed out of necessity. Is there a way to onbind them so I can use them for aformentioned purpose?
  4. well the exclude list doesn't seem to work.. should I install KJR continued and NEXT both or only one of them?
  5. That works wonder!!! I really hode this issue would be fixed on next KSPI-E update
  6. I do have some MM errors popping up alongside loading. Is there a way to check which mod cause the errors. Is there a log being generated somewhere after the loading process?
  7. Will there be surface features like crystal formations and shards in the latest DLC in this planet pack?
  8. With the new breaking groud update, the new stock catagries will be missing if this mod is to be installed
  9. Will this mod works with those science experiment features in breaking groud? Like surface crytals etc..
  10. Strangely after I uninstalled Sigma dimensions and all its components, the frame rate's back to normal. Guess it's solved. Can't use SD
  11. Now the flare comes back but the frame rate drop problem persists. Here's my log: https://drive.google.com/open?id=1tDjUbBeOZLLDnDtwztzuIIZUWWNmiYge
  12. Sometimes my sunflares will not show on normal view but they will show on orbital map view. While this thing happens, the frame rate will drop significantly. A reload will occasionally fix it, but most time not will not. What could possibly cause it, could it be sigma dimensions?
  13. I'm planning on doing exactly that, but i'm not sure which parameter is the actual height. KK_GroupCenter { Group = LuaLaunchPad CelestialBody = Lua RadialPosition = -35371.1484,-5249.67432,153306.141 Orientation = 0,1,0 RadiusOffset = 528.711914 RotationAngle = 0 ModelScale = 1 } KK_GroupCenter { Group = LuaLaunch CelestialBody = Lua RadialPosition = 120800.289,6.66009521,99622.4063 Orientation = 0,1,0 RadiusOffset = 0 RotationAngle = 0 ModelScale = 1 }
  14. Im playing this amzing pack with Sigma Dimensions 10X resize. And I found out that Lua lunch pad and runway is a few meters underground. Is there something I can include in the resize config to life them up a bit?
  15. So the latest SD on github {0.10.1} still works on 1.7.0?
  16. I really enjoy playing in a realisticly scaled system but I'm not a fan of RSS. Sigma Dimensions was able to fulfill is requirement, however it seems to be descontined https://github.com/Sigma88/Sigma-Dimensions/ Is there a replacement mod for SD?
  17. I recently noticed that my re-entry aerodynamic FX drawing distance is way too close. It's fine close-up but zoom up i liitle and it's gone. I have scatterer and EVE installed, would that be the cause?
  18. It's wired that aquaculture module produce fertilizer, but hydroponics farms don't use that. Where could I use such produced fertilizer to grow food and create a sustainable colony? BTW im using TACLS
  19. What's gonna happen if I don't set terrain scatter density to 100%?
  20. I found out the reason: The planets with the aurora path: TheWorldBeyond/EVE_Textures/aurora1 have this issue. Change it to TheWorldBeyond/EVE_Textures/aurora2 will resove it. BTW I only play on career mode, so it really took a long time to explore all of your planets in time. Since there's very few ways to get to dawn cluster within a reasonable time unless on the very late stage of a game even with KSPI installed. So I hope you can reconsider the proposition of making a small OPTIONAL patch to move KSC on one of your beautiful planet such as Nyarlathotep, all at least explain how it can be done. The stock system doesn't have to be gone like in GPP or GPO. it doesn't have to be perfectly balanced or bug-free. Just an attempt of doing so would create some completely different yet exciting career experience, such as: -Start on Nyarlathotep, use jet engine to gather tons of science (becuase of the presence of “exotic material” of course), aquire enough to unlock electric and nuclear propulsion in order to explore other stars in the cluster and kerbol system. -Start on Paradise, build bases and tourist attractions (better with some contract mods) because of course that will happen, making paradisian a truely multiplanetary species. -Start on Border, we are ancient remnants who resided on this abandoned rock hundreds of years ago, we fianlly have the resources to build our first rocket home. science value is scarce and stars are afar, where would be our homeland? _ ... With later balance adjustment, you can even come up with excellent stories similar to @Gameslinx 's Kerbal chronical. Tis way better than a simple extrasolar planet pack full of amazing places people may or may not able to reach and mostly being admired in the tracking station along. I've been dreaming about these quite a lot.
  21. There's no meaning of just amp up the stock difficulty system because the stock reward curve is not nearly balanced. I think this extreme career mod challenge would work well with this mod which modifies tech tree a little and balances the science reward. If you up to more challange I would recommand and for better late game experience.
  22. For some reason, some of the planet (Nyarlathotep for example) is completely black, while most of the atmospheric planets do not have this issue. I have Scatterer and AVP correctly installed. running x64 ksp 1.6.1 on dx9 It's EVE problem, the problem does not persist after I removed EVE, so how is it possible I found out the reason: The planets with the aurora path: TheWorldBeyond/EVE_Textures/aurora1 have this issue. Change it to TheWorldBeyond/EVE_Textures/aurora2 will resove it.
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