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KSP2 Release Notes
Everything posted by physicsnerd
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
physicsnerd replied to Gameslinx's topic in KSP1 Mod Releases
I'm running into a similar installation issue as a couple of people ( @Alioth81 @Zensei) where the ground texture is turning white, and I have the correct versions (Kopernicus, Parallax, Parallax Stock Textures) installed as far as I can tell. It seems the game is running into an issue where it can't find the stock textures- my debug menu is showing a "texture doesn't exist, skipping:". Could be an issue with the reference it's trying to do- the debug menu says it validates the texture with a file path including KSP.app, which I don't think it should be doing.- 3,163 replies
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Update: Kerbalism also seems to cause the centrifuges from SSPX to vanish (also a Near Future mod)
- 2,505 replies
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- life support
- overhaul
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Was just running some tests, and for some reason something in the config file for near future is causing the near future nuclear reactors to not work. Reactors work w/ Kerbalism if I remove the config file.
- 2,505 replies
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- life support
- overhaul
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Revelations of the Kraken (Chapter 44: Falling Down)
physicsnerd replied to CatastrophicFailure's topic in KSP Fan Works
Beautiful. One of your best chapters yet. -
[1.3+] Stockalike Station Parts Expansion [retired]
physicsnerd replied to Nertea's topic in KSP1 Mod Releases
Right, I just meant as an alternative for radiation mechanics. I've used Nertea's other mods (propulsion, electrical) with Kerbalism, so a patch would be nice- maybe add radiation output to those reactors? IDK; there's a "Shielding" mechanic with Kerbalism as well that would fit the radiation shelter. -
[1.3+] Stockalike Station Parts Expansion [retired]
physicsnerd replied to Nertea's topic in KSP1 Mod Releases
Not sure how you guys feel about Kerbalism, but there's definitely a radiation mechanic there. -
KSP Interstellar Extended Continued Development Thread
physicsnerd replied to FreeThinker's topic in KSP1 Mod Development
Would the water in this mod be compatible with Kerbalism water? -
Is there any compatibility/patches to make this work with KSPI extended? From the look of the newest updates, there's a lot of things that would go well with this mod.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
physicsnerd replied to Ven's topic in KSP1 Mod Development
Hmm. Unfortunately it's not working for me- it's just not replacing and parts, nor is it adding the new parts. Am I forgetting something? EDIT: Resetting game catch through steam fixed it. Weird. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
physicsnerd replied to Ven's topic in KSP1 Mod Development
Ok, I tested all of my mods- the issue with the docking ports is mostly from the Hullcam VDS mod. It messes with the bumpers on all of the stock docking ports, and causes the bumper to be stuck. If you're using Hullcam, uninstalling it or deleting the docking port config file inside the Hullcam folder will fix your problem. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
physicsnerd replied to Ven's topic in KSP1 Mod Development
Can confirm that the docking ports are broken. Everything but the Mk16-XXL has the bumper permanently stuck out, and the XXL glitches out when docking. When you dock two XXLs, the vessel will combine, but then will start spazzing out, and will no longer be in orbit- it appears to be "landed" in orbit. EDIT: Might be modulemanager. EDIT: No, it's one of the other mods. Trying to figure it out. -
[1.0.5 / 1.1] Grandma's original Kartoffelkuchen
physicsnerd replied to Kartoffelkuchen's topic in KSP1 Mod Releases
...potato-cake? -
SAP-C (my company) flag and obligatory Polandball.
physicsnerd replied to Sharkman Briton's topic in KSP Fan Works
Agh! Circle tool, bad! (pretty otherwise). -
Hey, is there any way you could do the nuclear flash for the nuclear weapons (like, the screen goes white for a few seconds and slowly fades back in to the explosion)?
- 2,035 replies
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
physicsnerd replied to ObiVanDamme's topic in KSP1 Mod Releases
Um, I can't seem to print anything. There's no options on the 3D printing module. Probably been asked before, but any thoughts? -
[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
physicsnerd replied to pizzaoverhead's topic in KSP1 Mod Development
Ooh, can we click on a hatch to open it? -
Graphics flashing colors issue
physicsnerd replied to cyoung_mi's topic in KSP1 Technical Support (PC, modded installs)
I'm getting the described bugs as well - is anyone else getting a glitch where their crafts become transparent? From what I gather there's a retina display issue. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
physicsnerd replied to KospY's topic in KSP1 Mod Releases
Okay, forget what I said earlier, I see it now. This is pretty great. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
physicsnerd replied to KospY's topic in KSP1 Mod Releases
While this is pretty awesome, I'm not sure I see the point. How is it different from KAS, other than tools? -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
physicsnerd replied to Angelo Kerman's topic in KSP1 Mod Releases
Ah, thanks. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
physicsnerd replied to Angelo Kerman's topic in KSP1 Mod Releases
Is it supposed to be replacing a bunch of my MKS and OKS modules? Or am I just having a bug? -
So, recently on the KSP subreddit I saw something by Roverdude about using a fusion torch ship to accelerate towards Jool fast enough to reach it in about a week (with turnaround/deceleration). This sounds really cool (and far more realistic than an Alcubeirre drive), but obviously I'm not going to point my ship at Jool and sit there while it accelerates for a week straight. So I was wondering, would it be possible to make a mod enabling (like the atmospheric time warp) acceleration while in time warp. Obviously the physics would have to be disabled, but perhaps if it could be set to simply add velocity while in time warp?
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Just checking, is it TextureReplacer that changes the planets' textures?
- 3,404 replies
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- renaissance compilation
- visual enhancements
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Oh my. That looks...delicious.
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Tomorrow is (American) Thanksgiving! In honor of the holiday (let's not talk about the history) and in honor of eating good food, let's see what the Kerbals are eating! Please post any thanksgiving-food creations.