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  1. Experimenting with robotic parts, I try to build a deployable heat shield. Obviously all in Kerbal style ... boom Mod Used for build rocket: - Procedural Parts - BDB - Tweak Scale - Tantares - Kerbal Reusability Expansion - Restock - Restock+ - Infernal Robotics Next - Modular Launch Pad - Some others that I don't remember, I have many :-D - Kerbalism (science Only) - Far - JNSQ (planet Pack)
  2. try to convert your texture to .png. if it works, you probably have an unsuitable DDS format (you need a DXT3 with mipmap, but for ksp1.8, if I have not misunderstood, it reads only dxt5. Then, perhaps it is convenient in this format. One less job to do when kopernicus will be made compatible with 1.8). Remember to change the extension in the various calls in the cfg
  3. The entire section that applies the materials is missing. This below is that of mun and need to put it in the PQS section. section that controls the texture tiling of the surface details (eg. sand, gravel, rocks) defined according to the height (you will have to do several tests to calibrate them by observing the planet in different points and find a compromise) The main texture is also missing (again from Mun): this goes under the PQS Mod section This instead the general texture that is applied over the others to give a color to the surface. You can use the same texture as the scaled version
  4. You need to write a MM patch. This below delete mun in my Muun mod: You can add more strings "!Body", one for each body you want to delete, just change the name between the brackets
  5. Hi to all. I have a problem with Muun's easter eggs. I just noticed that they don't appear on the scanners despite having ticked the specific option. Maybe I have to add some specific string or module to the object cfg? This is the cfg of one of the objects. The others are the same with only the name and reference to the different mu file modified: Here the cfg saved by KK after positioning: in this case the 3 objects are close to each other and only one is set to be detected. Many Thanks
  6. Not tested with scansat. However I have ticked the appropriate konstruct option so, except for bugs, they should appear. as soon as I have time I do some tests too.
  7. Thanks There are already (Ufo, stone arch, and black monolith) and there are new ones custom. In all 14. it is, however, mandatory to install the kerbal konstruct mod to see them. Unfortunately I was not able to make them work directly with kopernicus
  8. BoulderCo are the cfg for EVE's clouds and should not be used together with AVP who has his own. it's strange that it worked before. To me, with both, the clouds didn't appear at all. SVE is still compatible.
  9. It should. MJ I use it very little. However the landings of the trailer and the rover's driving are made by that mod, even if in particular conditions, with the vessel dropped after placing it with the Vessel Mover mod, which are not in normal conditions.
  10. You need an height map with the topography that you can draw by hand or use one found on the internet (there are many of the solar system). In practice it is a grayscale image where pure white represents the highest point and black the lowest point. Example: Or you can use the Voronoi Crater function of Kopernicus which creates procedural craters but I don't know how to use it.
  11. AVP it is. is one of the mods used in the trailer . SVT I have not tried but should not give problems.
  12. The initial idea was to place it at a scale distance from kerbin, which positioned it close to Minmus. The problem is that it was impossible to get the free return trajectory. So I tried to place between the two moons but honestly 3 moons around kerbin so close to each other clashed a lot. The next step was that of replacement, which then became the definitive one. :-)
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