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About Tonas1997

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  • Location Crying in a corner, complaining about not having enough RAM
  1. [1.4.2] Kopernicus (Release 1) - March 30

    Yup, I meant those (there are two more on the upper right corner of the screenshot). The halos encircle every star of the Constellations mod.
  2. [1.4.2] Kopernicus (Release 1) - March 30

    So there's no way to reduce the circular halo?
  3. [1.4.2] Kopernicus (Release 1) - March 30

    Quick question: which are the variables that handle the apparent magnitude and "glow" radius of a star? I'm tweaking the Constellations mod configs so that a) the stars can't be seen during daytime, b) their apparent size looks realistic, and c) the outer "glowing" rim gets smaller. Will fire up KSP now and take some screenshots, if necessary.
  4. [1.3.1] Realism Overhaul v12.0.0 [03 Apr 2018]

    So I recently began my first RSS/RO game, and came across something which is not that big of a deal by itself, but that I'd like to fix very much. Realism Overhaul changes the names and descriptions of the stock engines to fit the "realistic" theme of the pack (the Rhino becoming the F-1 series, for example), which I totally understand. However, it's somewhat bothering how different the engines look to their supposed real life counterparts. Not even Ven's Stock Revamp - suggested by RO - seems to get closer in terms of similarity. Once again, not exactly a deal breaker, but also not something my nitpicking side can get behind Installing Real Scale Boosters (which has really great models!) just makes things worse, since now I have multiple variants of the same engine which look nothing alike. Tweakscale doesn't work for the "stock" engines as well, but I can live with that (would be really cool if there was a way to enable it through a technology like Miniaturization, though). Is there any way to fix any of these "problems"?
  5. [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    KSS Basic should work with even 4Gb, or 8Gb if you add a hefty modpack (not sure how much extra systems, like Nova Kirbani, increase RAM requirements).
  6. Ok, last problem: anyone uses KSPI-E with RealPlumes? The turbojets don't seem to have any defined plumes for any fuels other than atmospheric mode (using IntakeAir as fuel). I was told to post this here on the RealPlumes thread, btw
  7. Does anyone use this mod with KSPI-E? The nuclear turbojets don't seem to have a defined plume/sounds for any propellants other than IntakeAir.
  8. @Arivald Ha'gel Thanks for the reply! I thought RealFuels removed and replaced any pre-installed fuels (like the ones from stock + KSPI-E)., but thankfully turbojets are still as OP as they've always been. Now I'm dealing with missing engine plumes for anything other than IntakeAir, but that's a problem for the folks over at the RealPlumes thread
  9. [1.3] Real Fuels v12.2.3 July 30

    A pejorative name used to describe individuals with a high sex drive. Four letters, starting with "s".
  10. [1.3] Real Fuels v12.2.3 July 30

    Thanks for the answer! I was actually comparing prices before and after installing RealFuels: a near identical SLS replica costs about 1.200.000 w/o RF, but the adapted version (with the same engines and hardware apart from the tanks) costs only around 250.000. I don't have a problem per se with this, but it kinda makes super-heavy rocketry way cheaper than it should be, which doesn't force me to design rockets economically - and I'm a kind lady for added difficulty. Edit: love the autocorrection to "kind lady"
  11. [1.3] Real Fuels v12.2.3 July 30

    Thanks! I haven't been able to solve it yet, since it has to do with the changed stock fuels, but I'll keep looking into that. Quick unrelated question: is there a way to revert (or at least) adjust the fuel tank prices? I feel like having a 150.000 funds super-heavy lifter is a bit too OP...
  12. Does the nuclear turbojet/ramjet work as intended?
  13. Quick question: I just installed the RealFuels mod and, to my despair, nuclear turbojets and ramjets are no longer functioning. My guess is that it has something to with the way RealFuels replaces stock fuels and somewhat changes the way they work (boiloff, density, ullage, etc.). Is there a way to configure KSPI-E so that both engines can recognize the new fuels, and if yes, has anyone attempted it? Note: most other engines, like the Kerbstein, seem to work fine. I already posted my problem on the RealFuels thread, but since that mod changes a LOT more (mechanics-wise) than Interstellar, any compatibility ajustements will have to be done on the KSPI-E side - AFAIK.
  14. [1.3] Real Fuels v12.2.3 July 30

    I was not sure whether to post this here or on the KSPI-E thread, so I chose one randomly. Guess what. So here it goes: for those of you who play with Interstellar, you probably know about the Turbojet/Ramjet engines (both of which use that whole thermal power shenanigan and some fuel to produce ungodly amounts of thrust). Well, as I expected, RealFuels rendered these engines obsolete, since their fuels - and the very concept of "IntakeAir"! - were overwritten by RF; most likely, it has something to do with the fact both mods change the way resources work. This doesn't seem to translate to other "simpler" KSPI-E engines, like the Kerbstein. The question is: is it possible to create/edit configs so I can revert the engines to their "normal" functionality (quotation marks because there would be some adjustments to be made, like writing custom configs for Kerosene and RF's Hydrazine), and has anyone attempted it?
  15. Yup, the radiators fixed it! Thank you Now I just need to add extra power plants... the solar panel isn't nowhere near enough to power the radiators, the antimatter cannister and the life support systems at the same time