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Everything posted by mateusviccari
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I think I saw a mod that allowed us that enables transferring of EC between undocked vessels, I just can't remember its name. I want to make a planetary base with a nuclear reactor, but I want to deploy the reactor on a rover to keep it at a safe distance from the base so I need it to be connected with the base somehow. I think kerbal attachment system allows this using cables but I want to deploy it remotely if possible.
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[1.11.x - 1.12.x] Kerbal Star Systems 2™ [dev]
mateusviccari replied to StarCrusher96's topic in KSP1 Mod Development
I didn't know such things were possible in KSP. Looks fantastic, can't wait for the release- 37 replies
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- planets
- Kopernicus
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How to land a Starship automatically?
mateusviccari replied to peiskan's topic in KSP1 Mods Discussions
You'd better ask this guy, he succeeded after a few attempts and might give you some tips. Other than that, you could search on github, there are a few examples like this one -
It doesn't have parallax 2.0 compatibility yet. Only ground textures. I'm not sure sure anyone's working on it.
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[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
mateusviccari replied to Angelo Kerman's topic in KSP1 Mod Releases
Are you using ferram aerospace research? It is known to mess with underwater physics -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
mateusviccari replied to Theysen's topic in KSP1 Mod Releases
How do you guys plan maneuvers with ion engines? Since the thrust is so mediocre and it takes months to do a burn, we can't reliably plan and execute a maneuver since ksp computes the burn as an instant impulse. I know Principia helps in this matter but my setup can't handle that mod.- 2,178 replies
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- realism overhaul
- rss
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@Astra Infinitum You don't necessarily have to wait for the whole game to load. You can open ModuleManager.configCache from GameData as soon as the patches finish applying, then alt+f4 and look for one of the parts you are modifying. Even with heavy modded installs it shouldn't take than long to save the cache. Still not ideal but way less time consuming than waiting for the whole game to load.
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Hi, sorry for the delay. I've tried it, also did not fix it. But I found the culprit. As I suspected, since I was apparently the only one having the problem every time entering VAB, it was another mod causing a conflict. More specifically, the RP0.dll from Realistic Progression One. I guess I'll open an issue on their GitHub.
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
mateusviccari replied to UltraJohn's topic in KSP1 Mod Development
Did that, the culprit was actually "Hide empty tech tree nodes". Should have tried it before posting, sorry for that. Amazing mod by the way, revamping the interface was something that made the game even more enjoyable.- 252 replies
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- 2
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- totm may 2023
- hud
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
mateusviccari replied to UltraJohn's topic in KSP1 Mod Development
I'm seeing some missing buttons in the RP-1 tech tree, can this be the culprit (I'm using ZTheme)? EDIT - Not the culprit. It was actually "Hide empty tech tree nodes" which was causing the issue.- 252 replies
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- totm may 2023
- hud
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RP-1 Realistic Progression One for KSP 1.12.3
mateusviccari replied to pap1723's topic in KSP1 Mod Releases
Shame, I use this mod a lot for long burn times and to speed up reentry. -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
mateusviccari replied to Theysen's topic in KSP1 Mod Releases
Can we have limited ignition time without TestFlight? I want to disable the random failures from TestFlight but keep the burn time limit.- 2,178 replies
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- realism overhaul
- rss
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Are there any mods that add probes with more storage space? I'm talking about some gigabytes. From what I could see, it looks like the biggest probe's capacity is just 1MB.
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Can anyone help me understand why some engines don't have available upgraded tech levels? Comparing two engines from the StockRealFuels configs (The stromboli from CryoEngines and the stock Swivel) both start in tech level 2, are the same engine type (L+) but only the swivel has tech upgrades (TL2-7) while the stromboli gets clamped at TL2. Their config files are identical (apart from the available fuel mixtures): Stromboli: https://github.com/Bellabong/RealFuels-Stock/blob/master/GameData/RealFuels-Stock/CryogenicEngines/cryoengine-stromboli-1.cfg Swivel: https://github.com/Bellabong/RealFuels-Stock/blob/master/GameData/RealFuels-Stock/Squad/liquidEngine2_Swivel.cfg
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Can anyone help me understand why some engines don't have available upgraded tech levels? Comparing two engines (The stromboli from CryoEngines and the stock Swivel) both start in tech level 2, are the same engine type (L+) but only the swivel has tech upgrades (TL2-7) while the stromboli gets clamped at TL2. Their config files are identical, apart from the fuel configs.
- 228 replies
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- stockalike
- configs
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[1.12+] Less Real Than Real(ism) - RP-1 With Less 'R' [v2.0.6]
mateusviccari replied to Pehvbot's topic in KSP1 Mod Releases
Perfectly compatible. KK has some bugs preventing you from launching on custom launch pads, when you use spaces or underlines on the base name. Keep to naming them only with alpha-numeric characters. Also, when you launch, use the vanilla launchsite switcher (the arrow bellow the green launch button). That's what I am doing and it's working (I don't have KCT installed)