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morph113
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Everything posted by morph113
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KSP Achievements (1.9.4.2) (KSP 1.4.1) 3/14/2018
morph113 replied to malkuth's topic in KSP1 Mod Releases
Great, thanks for the update. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
morph113 replied to rbray89's topic in KSP1 Mod Releases
Actually you should have downloaded a zip named "AnyCPU-EVE.zip", this file contains 2 zip files. One is named "AnyCPU-EVE-Release.zip" and the other one "AnyCPU-Configs-Release.zip". The one named "AnyCPU-Configs-Release.zip" contains the BoulderCO folder with the config and texture files. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
morph113 replied to rbray89's topic in KSP1 Mod Releases
Ok nevermind, I managed to ad an additional thick layer of clouds on a little higher altitude by editing the clouds.cfg and using one of the kerbin cloud texture files from the better atmospheres mod. It looks exactly the way I wanted it now. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
morph113 replied to rbray89's topic in KSP1 Mod Releases
For some reason my Kerbin only has very little clouds. I just started playing KSP again now after haven't played for a long time, and I remember clouds to be like in the video from the first post in this thread, with lots of clouds. I have KSP version 1.1 beta and the latest EVE files for the 1.1 version. I have no other mods installed and run KSP on max settings in 64 bit. Is this normal, see my screenshot, or is something not working right with the clouds for me? I also tried "better atmospheres", but it seems to be completely outdated and doesn't change anything. -
Well I got over 500 reputation. I also used the debug command to refresh the contracts but it will always only load the same 3 or 4 kind of contracts, only offered from different agencies. I guess I will keep sending cheap probes into space for now to gather as much science and get money as possible and see if more contracts will unlock. Otherwise I don't know. The logs doesn't show any unusual and mods also shouldn't effect the contracts, even "Fineprint" shouldn't temper with the stock contracts. Well I'll see how it goes, at least I have finally a purpose to use cheap probes for missions.
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I haven't played KSP since in a few months. I am not sure if it is a bug caused by a mod or if it is intended this way, but so far in my career save I haven't gotten any contracts yet to test any kind of part. The only contracts I got were the ones with launching a vessel, reaching X height, reaching space, sending data from around Kerbin space, rescuing a Kerbal and the Mun mission. I run a lot of addons, but all of them are up to date. So when do you usually get contracts for testing various parts in certain situations? I play on the hardest difficulty and hitting a wall right now, I can't get enough funds to run expensive missions or to unlock all parts in the various science nodes because I simply don't get any missions except rescure kerbal X from around Kerbin or send science data from around Kerbin and the mentinoed Mun mission. I also fast forwarded the time. So should I have gotten contracts already for testing parts or any kind of other contract? If yes, then I guess I need to check which mod causes this issue. Otherwise I might have to send 20 more inexpensive probes into space to send date and get a bit of money.
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I play only career since it has the most features and I can do pretty much anything I could do in Sandbox and Science as well. For me there is nothing more exciting than starting a new career save in hard mode and working my way up and managing a space program. I never touch Sandbox unless I just want to test out a few parts. But I usually integrate testing into career mode, otherwise I feel like I am cheating.
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Any suggestion to make the game more challenging ?
morph113 replied to Maxwell Fern's topic in KSP1 Discussion
Well regarding the money spending I don't know. But for an increased challenge (you didn't mention you do it), you can fly in IVA and use the mod rasterprop monitor for it, which makes your IVA interactive and you can use cameras to see the outside, show your orbit, vessel information etc. on the monitors inside the vessel. So you basically fly IVA only (no map, no maneuver nodes) and try landing on the mun and get back and stuff like that. This compared with the other realism mods plus no F5 or revert will make for a nice challenge I guess. If thats not hard enough, try going to Duna in IVA without map, now that should keep you occupied -
For the right click bug, I just hit F5 and then F9 to reload and then the bug is gone, at least for a while
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Still waiting for Remote Tech 2 update for 0.24 or are the prices of the parts balanced and everything working? But to the topic, I spend my funds on pretty much anything. From sending rovers somewhere for fun, building space stations or planetary stations on moons and planets, sattelites, probes etc. So much to spend funds on and big expensive rocket designs can cost up to a few hundred thousands of Kerbolia Kraken Koin Kredits.
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I am happy the way the game is and don't think that's needed for KSP. However I would like to see the options you currently have in the debug menu (no kerbal respawn, no revert to, no quicksave) to add them at the beginning as options when you start a new savegame. And that once you have started a new career, those options will be permanent for this particular savegame and can't be reversed.
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For me the 64 bit version is just great. I have a 6 year old potato laptop and with 32 bit KSP was running at around 5 fps during ascend with bigger rockets than tiny size and overall the performance was never really good. Now with 64 bit the game runs smooth as hell even during ascend no frame drops, loading times also seem better than before and I run about 40 mods. Thanks to 64 bit I can finally play it with decent fps.
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It does work actually, he just didn't adjust his the text of his first post. It was updated to work with realchute days ago.
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Thanks it's properly working now. It seems the savegame was a bit glitched. Although I was already in space and did the first few missions. After doing another another one, for some reason the very first mission "launch a vessel" appeared back and only this mission. I did the mission again and now all contracts show up. For the game crashes before when I tried the other methods for fixing ATM, I saw the problem was that I had not enough RAM left for all the mods so it crashed.
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I know about this and did complete several contracts, 5 or 6 in total in several flights. Also when I changed to mission control the full list of contracts was visible for just a split second and then immediately all contracts disappeared except the standard unique contracts. But my game seems to be messed up now anyway, nothing is working anymore, only crashes even though I restored it to the same condition it was before I started trying to tinker with ATM. File integrety also verified via steam.
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Actually the BAT file caused a major bug, no contracts were appearing in mission control, only the world first contracts, but not from agencies. I then restored the squad folder via steam and tried the method from agises and it didn't work either, it caused the game to crash during the loading screen, just when it switches to the main menue. I also tried the workaround cfg file from helldiver and the game also crashes on loadup. I think I finally broak my KSP because of this
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
morph113 replied to TaranisElsu's topic in KSP1 Mod Releases
Thank you, this fixed my problem. I had indeed a slightly out of date version of Universal Storage. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
morph113 replied to TaranisElsu's topic in KSP1 Mod Releases
I have a strange major bug with TAC life support. It happens with 32 and 64 bit KSP. When I do an EVA, the kerbal leaves the vessel but it doesn't automatically switch to him and I need to use the [ bracket to switch to him. Not only this, when I try to re-enter the vessel, it won't work because it says the vessel is full. When I then switch to the vessel, a perfect duplicate of the Kerbal is inside it and with whom I can leave the vessel as well, resulting in having 2 identical kerbals outside the vessel. But when I re-enter the vessel with one of them, he dissappears in the vessel as if he would have never been there. When I then use the remaining kerbal to enter the vessel, it tells me again that the vessel is full. Any ideas? When I delete TAC it works. I also deleted my customer greenskull spacesuits to see if that makes a change but it doesn't. Not sure what other mod could cause it or if it is a general issue. I have so many mods so it would take too long to test it out every other mod. Edit: by the way I use the latest version Pre-release #3 of v0.9 from TAC -
A little .24 feedback
morph113 replied to Rezolution's topic in KSP1 Suggestions & Development Discussion
1. I think it is like that because the test contracts are more or less completely random. So it goes something like "insert random engine" or "insert random part", "insert random flight condition", "insert random height condition" etc. so that's why the grammar might be a bit off sometimes. Only the unique missions like landin on Mun, reaching orbit etc. are completely handwritten and correct. I guess they will fix it in the future. 2. Yes I agree about that 3. I personally think the new options for perma death and deactivating the revert to and quicksaves/loads is a good first step. But yeah they could maybe add those at the beginning of the career to choose different career settings which you cannot change after you have started the career. I suppose they will eventually add such career settings. I used to use the "revert to" and quicksave features quiet often before, but I guess it was more a convenience before. But now with funds, it makes total sense to be able to lose rockets and money. Reverting back to launch feels like cheating now to me because otherwise you would never lose any money at all. 4. That's something for you if you activate the perma kerbal death. So before sending out valuable Kerbals like Jeb & Co to their doom with an untested rocket. You can test the rocket remote controlled. But I agree there aren't much practical advantages yet for satellites or probes, well at least not without mods. It's different with mods of course. But I agree that it would probably be nice to have to tech tree changed so that the command pods will be unlocked later in the tree. -
Storing rovers for landed missions
morph113 replied to r4pt0r's topic in KSP1 Gameplay Questions and Tutorials
For me it depends if it is a rover for the kerbals who are flying the rover to a planet or if the whole rocket is remote controlled. If it is remote controlled, then I use a skycrane to land the rover. I just build the skycrane and rover in the middle of the final stage, with decouplers to the top and bottom. Then when approaching the target planet, i decouple everything and land the rover with the skycrane. For Kerbal flights, I do it similar, but I attach the rover below the kerbal lander so that when the kerbals land with their lander, the rover is still attached at the bottom and I just have to decouple it and it.