code99
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What is this and what does it do?
code99 replied to code99's topic in KSP1 Gameplay Questions and Tutorials
I think it does, i've experimented a bit after posting this thread and my burn times and results after burn were quite ok. Thank you all for your help! -
What is this and what does it do?
code99 replied to code99's topic in KSP1 Gameplay Questions and Tutorials
Yes, i know -
What is this and what does it do?
code99 replied to code99's topic in KSP1 Gameplay Questions and Tutorials
Right, so what we used to do manually, start burning when time to node is half the time of the burn, now is done somewhat automatically by the game via this setting. Thats nice. Thank you for clearing this up for me EDIT: Does it take into account stage switching? Say i have a little bit of my current stage but not enough ... ? And sorry for posting in the wrong place -
I recently reinstalled ksp to give it another go after a long hiatus and i added a bunch of mods as well. I noticed this thing here: Is this from base game or some addon i added? What is it and what does it do and how should i best set this? By default its set to 50% but from the description it gives, shouldnt it be 100 for best burn time results? Unless im reading it wrong ...
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Right, thank you! For now ive switched to TAC Life support instead of kerbalism.
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@hemeac I dont recognize what mod you are refering to "BDB" and "JNSQ". Sorry, ive been away from ksp and its modding community for a long time. I dont have kopernicus installed but i did have Kerbalism installed, i removed it and its working fine now, thanks.
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Hello, Im having the following warning when starting KSP. I installed all addons via CKAN. Log: https://drive.google.com/file/d/1QgctGrdHd8i_1U6s3I4bnMnyTbQZC3dU/view?usp=sharing
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Yeah i bet there is a conflict somewhere but i cant be bothered to look for it atm, too many mods installed
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I have all the prerequisites and yet the tech tree looks like the normal one (normal as in the community one) with drone parts later in the tree.
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
code99 replied to Probus's topic in KSP1 Mod Releases
Hey, have you solved your poblem btw? Im thinking of getting this mod aswell for my 1.5 game but if you have nodes missing then there is no point of me getting this as well.- 1,028 replies
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- tech tree
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Seems UBM doesnt work for me, at least not properly. Ill try the other mods suggested here.
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Cool, thank you all! I presumed UBM wouldnt work for some reason
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
code99 replied to TriggerAu's topic in KSP1 Mod Releases
I've been playing with this for the past couple of days, so far it works just fine. Your mileage may vary. Also, in my case there is no fps drops like Gordon Dry was talking about above. My game runs butter smooth so far. -
Since that mods is pretty much dead and with no one able to take over maintaining it, is there an alternative to it? Im looking for something that works in 1.5 that puts unmanned techs first so I start with probes first and then with kerbals. Any ideas?
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
code99 replied to politas's topic in KSP1 Mod Releases
So, ive been with ksp since its early days but I havent been playing it for quite some time now. I've just reinstalled the game to have another go at it and I cant live without mods so I was glad to see that CKAN is still alive and well I just wanted to say thanks for this great tool and for the work you guys have put into it so far! -
Why doesnt my KSC look like the one in scott's series? I have SXT installed but my ksc isnt changed ... (ive installed it via ckan) Unless ofc its not SXT that changes ksc ...
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Would be awesome if someone that is more familiar with the mods around could make a list of "confirmed" mods scott uses by looking at the gamedata folder. I myself only know maybe half of those? Some I tried looking for but cant be sure if they are correct or not. Pretty please ?
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Yeah its hotspot, thanks!
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Im probably missing something obvious but where are these values come from? Mod or Vanilla? I'd like to remove them as they clutter everything and I dont care to see them but i cant figure out what mod enables them or if they are vanilla. EDIT: Installed mods "name": "SimpleLogistics" }, { "name": "AlternateResourcePanel" }, { "name": "AntennaSleep" }, { "name": "AutoAsparagus" }, { "name": "AviationLights" }, { "name": "B9" }, { "name": "B9AerospaceHX" }, { "name": "B9AnimationModules" }, { "name": "B9PartSwitch" }, { "name": "B9-props" }, { "name": "BetterBurnTime" }, { "name": "BetterCrewAssignment" }, { "name": "BetterScienceLabsContinued" }, { "name": "BZ1RadialAttachmentPoint" }, { "name": "Chatterer" }, { "name": "ContractConfigurator-CleverSats" }, { "name": "ContractConfigurator-FieldResearch" }, { "name": "ContractConfigurator-KerbinSpaceStation" }, { "name": "ContractConfigurator-RemoteTech" }, { "name": "ContractConfigurator-UnmannedContracts" }, { "name": "ContractsWindowPlus" }, { "name": "DistantObject" }, { "name": "DistantObject-default" }, { "name": "DMagicOrbitalScience" }, { "name": "EngineLighting" }, { "name": "EnvironmentalVisualEnhancements" }, { "name": "EnvironmentalVisualEnhancements-HR" }, { "name": "EVAHandrailsPackContinued" }, { "name": "EVATransfer" }, { "name": "FuelTanksPlus" }, { "name": "GravityTurnContinued" }, { "name": "HotSpot" }, { "name": "HyperEdit" }, { "name": "IndicatorLights" }, { "name": "IndicatorLightsCommunityExtensions" }, { "name": "IONRCS" }, { "name": "KAS" }, { "name": "KerbalAlarmClock" }, { "name": "KerbalEngineerRedux" }, { "name": "KerbalImprovedSaveSystem" }, { "name": "KerbalJointReinforcement" }, { "name": "KIS" }, { "name": "KSP-AVC" }, { "name": "KWRocketryRedux" }, { "name": "KWRocketryRedux-InstantPwr" }, { "name": "LandingHeight" }, { "name": "LightFixer" }, { "name": "MechJeb2" }, { "name": "Mk2Expansion" }, { "name": "ModularRocketSystemsLITE" }, { "name": "ModuleManager" }, { "name": "NavballDockAlignIndCE" }, { "name": "PEBKACIndustriesLaunchEscapeSystem" }, { "name": "PlanetShine" }, { "name": "PlanetShine-Config-Default" }, { "name": "ProceduralFairings" }, { "name": "RealChute" }, { "name": "RealPlume" }, { "name": "RealPlume-StockConfigs" }, { "name": "RemoteTech" }, { "name": "ScienceRevisitedRevisited" }, { "name": "SensiblePumpsCont" }, { "name": "Service-Compartments-6S" }, { "name": "SETI-RemoteTech" }, { "name": "SmokeScreen" }, { "name": "SolarScience" }, { "name": "SpaceY-Expanded" }, { "name": "SpaceY-Lifters" }, { "name": "SurfaceExperimentPack" }, { "name": "surfacelights" }, { "name": "TacFuelBalancer" }, { "name": "TDIndustriesRCSandHypergolicengines" }, { "name": "Toolbar" }, { "name": "USI-NuclearRockets" }, { "name": "WaypointManager" }, { "name": "xScience" }, { "name": "Mk3Expansion" }, { "name": "SmartStage" }, { "name": "CommunityCategoryKit" }, { "name": "EasyVesselSwitch" }, { "name": "InterstellarFuelSwitch-Core" }, { "name": "FilterExtensions" }, { "name": "UniversalStorage" }, { "name": "FirespitterCore" }, { "name": "RasterPropMonitor-Core" }, { "name": "SpacetuxSA" }, { "name": "ContractConfigurator" }, { "name": "ProgressParser" }, { "name": "ContractParser" }, { "name": "REPOSoftTech-Agencies" }, { "name": "Kopernicus" }, { "name": "ModularFlightIntegrator" }, { "name": "CommunityResourcePack" }, { "name": "InterstellarFuelSwitch" }, { "name": "USITools" }, { "name": "USI-Core"
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[1.1.x] AGroupOnStage - Activate action groups upon staging! [May 6]
code99 replied to iPeer's topic in KSP1 Mod Releases
Awesome, thank you!- 56 replies
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Yes I've also noticed this. It also often gives me 404 errors when trying to download mods. I just decided to stop using CKAN all toghether and instead install what i want manually. I've spent the last day trying to make mods work when downloaded via CKAN, decided i had enough. My fps issues got solved by removing the iPeer folder (cant recall what mod it was)
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[1.1.x] AGroupOnStage - Activate action groups upon staging! [May 6]
code99 replied to iPeer's topic in KSP1 Mod Releases
Latest version on CKAN at least.- 56 replies
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http://s000.tinyupload.com/index.php?file_id=31837687566095471534 I have run the game several time since my initial post trying to find the culprit so keep that in mind when looking through the log.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
code99 replied to nightingale's topic in KSP1 Mod Releases
Ok, ill add CC in my game and let the game run for a bit, lets see what happens EDIT: Ok, it seems to stabilize after a short bit. I think i rushed to the conclusion that there is something wrong with the mod. I'm actually investigating an issue im having with FPS as per this post: Sorry to have bothered you- 5,203 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
code99 replied to nightingale's topic in KSP1 Mod Releases
I dont think its that but then again im no modder and might be wrong. The moment i get to KSC when i start a new game my fps sticks at 9 frames for a few seconds, i assume its loading/checking something. When it finishes it goes to 120+ in vanilla and 60-70 with CC installed. To be honest I havent waited more than a minute or two after it got past the initial 9 fps, atltho i dont think your biome check would last more than a minute ? EDIT: Actually now that i think of it, I am not 100% sure it sticks at 9 fps initially in a vanilla game ... i need to check that.- 5,203 replies