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Blowout
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Rocketeer
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Please come back Proot, going to Duna just isn't the same without you ;-)
- 3,403 replies
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- renaissance compilation
- visual enhancements
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Some of the planet are quite "blocky", aka minecraft/lego look. Perhaps try using less subdevision so the terrain appears smoother.
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Having an issue I couldn't quite find in the documentation. I currently have 2 kerbals in orbit wit CO2 poisoning (the vessel ran out of electric charge at some point and I didn't notice until it was too late). The electric charge has been restored meanwhile, but the CO2 concentration doesn't seem to be dropping, quite the opposite in fact it seem to be rising. Is this intended or is something going wrong?
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[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
Blowout replied to riocrokite's topic in KSP1 Mod Releases
Oh i like the look of those... I was toying around with a megarover a ways back, but i had some trouble finding suspension that wouldn't turn to jelly as soon as i hit the equivalent of an extrakerbestrial (word?!) anthill. -
[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
Blowout replied to riocrokite's topic in KSP1 Mod Releases
This is quickly becoming my fav part pack :-) Love the work, keep it up. -
WIP - Environmental Visual Enhancements Development
Blowout replied to rbray89's topic in KSP1 Mod Development
I have the exact same issue. It's making me seasick when i'm looking at my bases for too long ;-) I've also tried it out with various Kerbin rescales (x2, x3.7, x6.4 and my own x2.5) and all had the same issue. -
Some of the planets in this pack seem to lack a surface... I can't land on Keelon or potatus, daphy or fonso neither. Is this a bug or just an unfinished feature? Just asking because i couldn't seem to confirm this anywhere? edit: also i cannot seem to get to either of the barrycenter planets.... SOI issue?
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KSP Interstellar Extended Continued Development Thread
Blowout replied to FreeThinker's topic in KSP1 Mod Development
Hey Freethinker, I was tinkering around with the FNModuleCryostat plugin and noticed the plugin doesn't always catch available power when under high warp. Specifically the highest warp setting seemed to give me intermittent boil-off. I also tried powering the Cryostat with stock fuel cells, because i noticed that the Small Molten Salt reactor would lose thermal power intermittently. The issue got worse with fuel cells, boiling off even under 5x warp, but only after the "megajoules" resource was depleted, as long as i had some megajoules left the cryostat was doing fine. The fuel cells had plenty of capacity left over (16% load), I also had a full battery with 14k units of power in it. The fuel cell did fine powering the cryostat at normal speed however. There seem to be a discrepancy between power being drawn and power being supplied under warp, even when there is plenty available. This only happens when the vessels are focused. -
I was thinking the same actually. But here's my output log anyways.