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KSP2 Release Notes
Everything posted by EleSigma
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I guess there's no support for any of the USI catalog? I can't find any mention of it in the thread and in-game trying to use it just overrides the MKS modules (most have IVAs) with a generic lander IVA
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Can confirm this, I'm getting about 9 errors when I try to extract the mod using 7zip
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So I asked this a few months ago on the Unkerbaled Start thread, I've been trying to make my own compatibility patch to move some unsupported parts (Wildblue Industries add-ons I believe) around in the tech tree so that they fit into the progression better. I have managed to move parts around fine enough, but Wildblue uses part performance upgrades as well and they apparently can't be moved the same way like parts can. Does anyone know how to move part upgrades to different nodes?
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When making a compatibility patch, what is the way to go about incorporating part upgrades? I've been trying to mess around with some of the Wild Blue parts. I can get the parts moved around but not the upgrades.
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Oh that affects the science multipliers on experiments? I thought it just affected the rewards you got when you completed contracts.
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Hey, I was wondering if there are any mods that allow the science gained from part experiments to be adjusted that work with KSP 1.8+? In my recent career games I feel I am progressing too quickly in tech (using community tech tree, even) and would like more of a challenge, like how SETI Rebalance used to offer.
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So it's been a while since I've used FAR (a while meaning since 2019 at least). A issue I always had with the add-on was none of the parts were adjusted for propulsion and drag changes so you'd end up easily making craft that could hit hypersonic speeds in the lower atmosphere. Has any of that been fixed?
- 940 replies
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- aerodynamics
- far
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
EleSigma replied to RoverDude's topic in KSP1 Mod Releases
When will the version change to 1.12..x for Rover's mods? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
EleSigma replied to RoverDude's topic in KSP1 Mod Releases
I would wait until this mod gets updated, it's playable but there seems to be some kinks that could de-rail a campaign game that need to be worked out, plus getting everything up onto 1.12 would make things smoother in general. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
EleSigma replied to RoverDude's topic in KSP1 Mod Releases
So how goes the development so far? I haven't made it to the last few twitch streams he's done, if he's still doing those? -
[KSP 1.8.1-1.11.X] Interstellar Technologies
EleSigma replied to AtomicKepler's topic in KSP1 Mod Releases
Does the black hole drive have a chance of driving everyone on board the craft insane?- 42 replies
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- interstellar
- propulsion
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
EleSigma replied to RoverDude's topic in KSP1 Mod Releases
I was about to make a post about this myself, it would be nice if we could have lower settings or to turn off the research bonuses from the scanner completely, since I just got back from a Minmus mission in my game with over 500 research due to the insta-research you get from that scanner. It was a bit shocking lol Edit: I'll create an issue post since I never use github so the pull request stuff goes way over my head at the moment I'm a bit out of the loop here but are you adding off-world ship construction and launch facilities ALA 'extra-planetary launchpads' functionality to your mod now? That sounds neat if so. -
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
EleSigma replied to blowfish's topic in KSP1 Mod Releases
Is this mod still maintained? Will there be a fix for the mentioned bugs that have popped up in 1.11? Or is Blowfish waiting for a patch to KSP before updating?- 641 replies
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- spaceplane
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Hey, I just started playing KSP again after 2-ish years and gave this mod a try since UBM is dead now I love it and am currently putting up mun probes! The only suggestion I have so far is that there should probably be a 1.5m liquid fuel engine placed at the 'Advanced Rocketry' tech node. From my experience (I'm playing a custom hard campaign with reduced tech rewards and higher costs so take with a grain of salt I guess) I've noticed that at one point I had a bunch 1.5m tanks and parts sitting around but with no real way to launch them outside of the memey "more boosters" way since the smaller .625m engines can be incredibly unstable at lifting 1.5 tanks and kind of ruins the more realistic looking rocket design approach I was going for.
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So I've come back to KSP after the release of BG. Is there any information on whether or not this mod works with 1.7.1, what tweaks might be needed, if any?
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Does the CTT patch still work with the latest 1.3.1 version? I installed it but the prop parts and other parts were still grouped together in one tech node instead of spread out. What was the last version CTT worked for if so?
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- helicopter
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[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
EleSigma replied to OhioBob's topic in KSP1 Mod Releases
It's fixed! Thank you for the help and fix @OhioBob and @Galileo -
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
EleSigma replied to OhioBob's topic in KSP1 Mod Releases
I downloaded OPM (latest version from Galileo's continuation of it) and first tested with max graphics settings, both Sarnus and Sirona had a ring, I set the graphics to the lower settings I usually play at and Sarnus had its ring while Sirona went back to a black ring. -
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
EleSigma replied to OhioBob's topic in KSP1 Mod Releases
That's exactly what I am using. Anyways I've found what the issue is, kind of. I had my graphics settings turned down for better performance in-game, these were the settings changes I had when I was getting the black ring: anti-aliasing disabled shadow cascades set to 2 highlight FX disabled (it disables automatically when you disable anti-aliasing) render quality: good I did a little test and maxed out all graphics settings and the rings worked. The issue I have now is narrowing down which setting or combination of settings causes the rings to work and not work, which is tedious and time consuming since I usually have to restart the game each time I make major settings changes before they take effect. -
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
EleSigma replied to OhioBob's topic in KSP1 Mod Releases
I'm having a issue with Sirona, the ring is solid black. In this install I only have GPP, and EVE installed. This planet is the only body that has an issue with its ring. -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
EleSigma replied to DuoDex's topic in KSP1 Mod Releases
If I remember right the biome reports can be really wonky at border regions or rapidly switching between biomes. Most common being split second tundra biomes while crossing from water-shore- to land. Unless it's giving a desert report in the middle of the grasslands or badlands in the middle of the ocean then it's the stock bug. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
EleSigma replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125There seems to be a problem with the Fulcrum Engine researching in my game. It appears on the tech tree at Heavier Rocketry, well past most of its upgrades. I have CTT and SETI's Unmanned Before Manned installed. It doesn't look like those mess with the MOLE parts. The cfg file says the Fulcrum should be in advRocketry, but it's not. I've removed the file for now, I'm stumped. -
KSP Interstellar Extended Support Thread
EleSigma replied to FreeThinker's topic in KSP1 Mods Discussions
So I've been playing this mod some and I'm really stumped on how the TORY ramjet works. I can't find the Uranium Oxide resource it supposedly requires and the mode switch doesn't work. Also when shutting down the reactor there's no option to restart it again.