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Found 11 results

  1. As RSS, KSRSS is a mod intended to transform the stock solar system into the real solar system, but at stock size, with the objective to let you explore the solar system without many mods necessary in a RSS save. Also, we worked hard to make every body of the system pretty and unique. KSRSS is accompanied by KSRSSVE, a graphic mod which put the best of scatterer and EVE into KSRSS. For example, with KSRSSVE and KSRSS, you can find dust storms on Mars, geysers on Enceladus, snow at pole of the Earth and many other things. Finally, unlike SSRSS, KSRSS is not a rescaling of RSS, we decided to not use Sigma Dimension, so KSRSS is made and tweak especialy for the stock size. KSRSSVE Lite is the scatterer-less version of the visual configurations for KSRSS. It is a version optimized for smaller PCs to ensure a more than correct visual appearance. KSRSSVE High is the scatterer version of the visual configurations for KSRSS made for larger PCs.It is with this one that you will kill your processors, as well as your eyes which will be blinded by a visual aspect of last generation. Moreover, the textures for KSRSSVE are available in Low Res (8k) and High Res (32k). This mainly concerns the clouds of the Earth. Pics DragonFly on Titan by @Zarbon44: Installation and Download KSRSS Configs (KSRSS) : https://github.com/KerbalFrench/KSRSS/releases Textures (KSRSS-Textures) : https://github.com/KerbalFrench/KSRSS-Textures/releases/ KSRSSVE Configs (KSRSSVE): https://github.com/KerbalFrench/KSRSSVE/releases Textures (KSRSSVE-Textures): https://github.com/KerbalFrench/KSRSSVE-Textures/releases/ Install Kopernicus (only versions above 1.8.1 !) Install KSRSS-Textures (download above, choose your texture resolution) Install KSRSS (download above) If you want clouds and scatterer compatibility, install KSRSSVE (see next column) If you want x2.5 size, install Sigma Dimension. IMPORTANT: Delete the file settings.cfg before launching the game. You only need to do this once. Lite (without scatterer) Install EVE. Install KSRSSVE Lite (download above) Install the textures. Choose the Low Resolution OR the High Resolution (download above). High (with scatterer) Install EVE. Install scatterer. Install KSRSSVE High (download above). Install the textures. Choose the Low Resolution OR the High Resolution (download above). Compatibility KSRSS is fully compatible with : Planetshine, Community Resource Pack, Distant Object Enhancements, FAR and Sigma Dimension. Common Issues The space center terrain is weird with KSRSS 2.5x. Fix : in the settings, choose KSRSS Med for the terrain quality. Hit Apply. If you need help, you can join our discord, we have an English channel. Licenses KSRSS KSRSSVE KK-KSRSS Source code available here. Cfg files are licensed CC-BY-NC-SA 4.0, textures are All Rights Reserved unless otherwise stated and plugin code is LGPLv3 with some licensed CC-BY-NC-SA 4.0 (see source files for details). Copyright (c) KSRSS Team - 2020 KSRSS is derived from RSS. A huge thanks to NathanKell and the RO team for creating this mod. (CC-BY-NC-SA-4.0) 67P and Halley are from RSS Expansion by pozine, licensed CC-BY 4.0. The grass and cactus textures are licensed MIT by Avera9eJoe and come from his mod, Spectra. All credit goes to him. SigmaLoadingScreens is included in the download and is covered by its own license. Source code available here. Cfgs and textures are licensed CC-BY-NC-SA 4.0 unless otherwise stated. Plugin code is licensed LGPLv3. Aurora texture is from Spectra, licensed MIT by Avera9eJoe (Joseph Hafner). Snow and dust particles and dust map (dust_mars.dds) are from Sci-Fi Visual Enchancements by panzer1b. Snow map (snow.dds) comes from Graphics Enhancements Assembly (CC-BY-NC-SA 4.0). Sunflare is from here (CC-BY-NC-SA 4.0). All credits go to Thomassino for this wonderful sunflare. Geysers textures (including rgb3.dds) and citylights textures come from AVP (CC-BY-NC-SA 4.0). All credits go to themaster01 and Astronomer for these textures. The textures used to make the geysers and the rgb3.dds come from the AVP mod. All credist go to themaster01 and Astronomer. Mars, Earth, Venus, Jupiter, Saturn, Titan, Uranus, Neptune cloud textures, aurora detail texture, UVNoise textures, saturn ring texture and cloud particle textures are taken from RSSVE by KSP RO Team (CC-BY-NC-SA 4.0) : Cloud and city detail textures by Real Visual Enhancements (RVE) Earth cloud and city lights textures by NASA Visible Earth Jupiter texture (used for exporting some basic cloud textures) by Vleider (redistributed by The Celestia Motherlode) Saturn texture (used for exporting some basic cloud textures) by Runar Thorvaldsen, Dr. Fridger Schremmp and Grant Hutchinson (redistributed by The Celestia Motherlode) Saturn ring texture by CICLOPS (Cassini Imaging Central Laboratory For Operations - image preparation by Daren Wilson and Carolyn Porco) Uranus and Neptune textures (used for exporting some basic cloud textures) by JHT's Planetary Pixel Emporium All the others textures were made by the KSRSS Team and are licensed CC-BY-NC-SA 4.0. License : MIT. Changelog & Roadmap Roadmap 0.7 : - Improve reliefs on many bodies with PQS / Heightmap revamps - Add more custom scatters - Add more bodies - Remake all scatterer configs - Implement texture by biome on Earth Changelog 0.6 "More things around rings"
  2. Distant Object Enhancement Continued v2.0.0.2 Distant Object Enhancement Continued is a visual enhancement mod that makes objects realistically visible over large distances. It is an update of MOARdv's Distant Object Enhancement bis v1.9.1.1, which is a update of Rubber Ducky's Distant Object Enhancement. I have adopted the mod with permission of MOARdv Downloads CKAN SpaceDock GitHub This version keeps Ducktopia's CC Attribution 4.0 International license. Source code here: Github source
  3. I don't know why but Kerbal Konstruct don't work in my KSP RSS in 1.8.1... The kerbal konstuct logo show up but when I do Ctrl+K nothings append. Can someone tell me what to do ? I already tried to change KK version but that don't change anythings.
  4. 3 months in the making, I present to you my masterpiece. Hope you enjoy and thanks for stopping by! (YT really doesn't like dark scenes btw)
  5. The game starts up after the initial loading screen, however when it gets to the menu, the screen with the planet and floating kerbals, it pauses for about 2-5 seconds, with nothing on-screen clickable, and then closes. I followed the 1.8.1 install instructions for RSS/RP/RO exactly, including the dll for DeadlyRentry and the folder thing for FAR. The only thing that I didn't follow was the Mechjeb Dev install via CKAN's updated repository. I just downloaded the regular one because my computer is having issues loading that and CKAN says it's failing to load it. I also have principia installed, but both Mechjeb and Principia don't affect the install, as removing them doesn't help with the crashing from my testing. I've also tried forcing OpenGL and uninstalling MSI Afterburner with no luck. Log's at the bottom along with some specs _______ Mods installed with their installed versions from CKAN. All the graphics and visual mods from the RSS/RP/RO wiki are running their suggested versions, in case CKAN doesn't match: Player log W10, 64bit, KSP 1.8.1. i7-7700k w/ GTX 1080 To reproduce: load the game and wait for it to reach the menu
  6. For some reason, whenever I have kerbals in their External Command Seats in 1.8.1, I can see them through all the parts. I have no parts/ texture replacement mods installed, just a couple of visual and some helpers. How do I make this stop? Here is a picture of this phenomena:
  7. I've been using texture replacer and I want to use it for the suits but not for the ground. How would I disable it so it shows the stock 1.8.1 textures?
  8. Hello everyone! Kerbal Space Program 1.8.1 is live! This patch focuses mainly on solving issues encountered in the base game and both the Making History and Breaking Ground Expansions. Check out this patch's Changelog for further details: ===============================v1.8.1================================ 1.8.1 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog) +++ Localization * Fix missing Chinese characters on main menu. * Fix missing units in the Maneuver editor UI in Chinese. * Fix a few dV KSPedia slides showing corrupted characters in Russian. * Fix autoloc instead of vessel name appearing in target set screen message. +++ Bugfixes * Fix game settings being reset every time game is started. * Fix Linux mousewheel scroll direction. * Fix bug with interstage fairings not occluding everything within. * Fix the mk3 shuttle cockpit lights. * Fix duplicating module info on part extended tooltips in editor and RnD scenes. * Fix shroud shading on disconnected sub-assemblies in editor scene. * Fix FloatEdit and ScaleEdit UI prefabs. * Fix KSC vessel markers becoming too persistent and not leaving the game when switching between buildings at the KSC until game is restarted. * Fix NREs in Portrait Gallery when kerbals die in flight. * Fix T-100 fuel tank clipping on surface attach node. * Fix kerbal helmet/heads becoming unclickable when on ladders. * Move the CB cast shadows game setting to the graphics section of settings where it should have been. * Fix Easter eggs, monoliths, randoliths not receiving CB shadows. * Fix parts still being considered shielded from airstream after deploying a fairing in some use cases. * Fix Action groups icon not appearing in Editor scene when switching between facilities with different upgrade level. * Fix Altimeter and Staging tumblers disappearing at some scale values. * Fix walk paths around Level 3 R&D building. This includes texture artifacts for the Linux version. * Fix material artifacts in level1 and level 2 grass tiles. * Fix error when pressing undo while holding a radial symmetry part. * Fix Ocean on Eve. * Fix DragCube generation discrepancies in partdatabase - was affecting drag and thermals. * Fix NRE in editor scenes when reverting from flight and using transform gizmos. +++ Mods * FloatEdit and ScaleEdit PAW prefabs fixed. Making History 1.8.1 +++ Bugfixes * Fix unable to select "Create new mission" button on Mission play dialog the very first time. +++ Missions * Fix mission "Meet Me in Zero G" does not complete in certain conditions when landing back on Kerbin. * Fix Manufacturer name on engine plates and tubes. Breaking Ground 1.3.1 +++ Bugfixes * Fix items in PAW switching positions in a group depending on state of fields. * Fix generation of free Electric Charge for robotic parts if stopped with the PAW closed. * Fix setting robotic part motors to disengaged in editor and then persisting that way when vessel is launched. * Fix bug related to being able to delete endpoints on KAL-1000 tracks by disabling ability to delete them. * Fix bug when removing parts from vessel and they have multiple actions mapped in KAL. Remember that you can help us find bugs/issues by reporting them into our bugtracker and that you can also upvote reports to make them more visible. Happy launchings!
  9. I have a craft that utilizes two Docking Port Juniors with same vessel interaction enabled. The example might be for a craft with a hinged door that uses docking ports to secure the door when closed. To close the door, the hinge motion is assigned to action key 4. When the door is closed, the docking ports are used to lock it in place. The problem I'm having is that I have tried assigning various combinations of "Undock", "Decouple Node", and "Same Vessel Interaction" to action key 4 so that when the hinges try to open, the docking ports are decoupled. ...but it doesn't work. I can manually in-game right-click the docking port and break the seal using "Undock" but when I assign "Undock" or "Decouple" or both to any action key... it does not work. Should I post this one to bug tracker? It only seems to be an issue when I am trying to use docking ports with Same Vessel Interaction. Although, I have tried toggling on/off the vessel interaction and it seems to make no noticeable difference. For instance, I have no problem getting action keys to undock ports when dealing with subassemblies. Anyone else come across this?
  10. I was trying to mine some ore on Mun to refuel my lander. I would put KSP in to FF to get the sun to come out and charge the solar panels, but every time I did, during ff, the craft would suddenly plunge well into the terrain and explode spectacularly. It took me a bit to figure out what the F was going on. when using lander legs and as little as 5x FF, when you exit FF the craft will do a hop. if you leave the FF on for a period of time, the craft will be forced into the terrain and explode. the log will say the craft has collided with the mun.....but the craft is supposed to be landed and at a stand still. the engines are turned off, and SAS and RCS are turned off... there should be no movement of the craft. additionally the craft is sometimes out of power when this happens, which means the craft should not be capable of moving anywhere, much less hopping into the air, or forcing it self into the terrain. I have verified my files, and that's not the issue. I have no mods installed. only the two DLC. I know its the legs because when I raise them leaving the lander resting on the rocket nozzles, and perform a FF, there is no jumping when you return to normal speed.
  11. KSP version 1.8.0.2686 making history 1.8.0 Breaking ground 1.3.0 Windows 10 Pro x64 1909 (OS BUILD 18363.418) Steam version System: MSI GE73 Raider RGB 8RE i7 8750H 16Gb GTX 1060 6Gb i thought an issue i was having was due too a file corruption or something. but after running verify on ksp, the issue still is present. I am not running any mods, so that is ruled out as a cause as well. only addition to base KSP I have are the two DLC so what is the issue? well... using the mk.3 cockpit causes all lights not to come on/off when you try and toggle them with the interface or by pressing the 'o' key. also using the cockpit causes the whole craft to bounce up and down like it's doing a jig (dance). also when you look at the properties for the cockpit, the option where the option that should say toggle lights should be, it says say only toggle. the lights will also not come on for the cockpit. you can still manually toggle the lights for other parts (landing gear, spot lights, etc.) however. I checked the landing gear properties while the craft was 'dancing' and there was no weight stress being registered during the bouncing. also the bouncing disappears when the mk. 3 cockpit is removed from the craft. the light toggle buttons also work on other cockpits. This seems to be a major bug. I hope it gets fixed soon. images: https://steamcommunity.com/sharedfiles/filedetails/?id=1895432532 https://steamcommunity.com/sharedfiles/filedetails/?id=1895432635 https://steamcommunity.com/sharedfiles/filedetails/?id=1895432705 https://steamcommunity.com/sharedfiles/filedetails/?id=1895436295 logs: https://1drv.ms/f/s!AouWDY3RtbYPgfkOiRq4TifhBQ_BAw