-
Posts
461 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by ThreePounds
-
-
2 minutes ago, zeant93 said:
Is this mod compatible with 1.3 version of KSP?
Yes. Look here:
On 2017-7-13 at 10:03 AM, Galileo said:Here is OPM for 1.3
This is a version of OPM maintained by Galileo
This version of Outer Planets Mod is for KSP version 1.3
I will host this version until CaptRobau takes it over, or if he wants it taken down.This version works for Macs, Linux, and PC. No yellow moire effect.
Change log
- Updated for KSP 1.3
-
Completed necessary localization (en-us)
- Covers displayName, Descriptions and ScienceDefs
- Does NOT cover ResearchBodies (maybe in the future)
- Fixed Urlum's and Sarnus' rings for Kopernicus' ring shader
- Enabled Kopernicus' ring shader ^ hey whatta ya know?
- Added support for KopernicusExpansions footprints on all rocky bodies
If you want to contribute to the localization effort, it would be greatly appreciated by CaptRobau, no doubt.
I could only do English, because well, I'm a lazy American that only speaks one language! -
5 hours ago, Emrys said:
is it out?
Yes. Check on his guthub.
-
1 hour ago, Jas0n said:
So I've been running into a weird problem with KER. The TWR it shows is a lot higher than the actual amount. The weird thing is that I also have mechjeb installed and it seems to be showing the correct TWR. The delta-v data shown by both mods seem to be accurate. I'll add screenshots tomorrow.
The version of KER I have is 1.1.3.0, most of my mods are installed through CKAN.
I think the issue might be related to KWrocketry engines, because all the times I noticed the issue was when using KW engines, but that might just be due to me not using any other engines.
Modlist:
KerbalAlarmClock
KerbalEngineerRedux
ContractConfigurator-KerbinSpaceStation
TriggerAu-Flags
TweakScale
NearFutureSolar-Core
EditorExtensionsRedux
JanitorsCloset
WaypointManager
ContractConfigurator
EasyBoard
KSPInterstellarExtended
LandingHeight
MechJeb2
ProceduralParts
DynamicBatteryStorage
KWRocketryRedux
KWRocketryRedux-InstantPwr
ZeroMiniAVC
InterstellarFuelSwitch
HideEmptyTechNodes
UniversalStorage
SimpleAdjustableFairings-KWRocketry
CommunityResourcePack
InterstellarFuelSwitch-Core
SimpleAdjustableFairings
ContractConfigurator-CleverSats
ContractConfigurator-FieldResearch
xScience
DMagicOrbitalScience
UKS
CrowdSourcedScience
CapCom
USI-LS
FirespitterCore
USITools
CommunityCategoryKit
USI-Core
Konstruction
GroundConstruction-Core
AT-Utils
ConfigurableContainers-Core
ProgressParser
ContractParser
CommunityTechTree
EnvironmentalVisualEnhancements
FilterExtensions
EnvironmentalVisualEnhancements-HR
B9PartSwitch
NearFutureSolar
KerbalFoundriesContinued
KSPWheel
NearFutureConstruction
NearFuturePropulsion
ModuleManager
KerbalNRAP
Chatterer
ChattererExtended
CollisionFX
ContractConfigurator-KerbalAcademy
MechJebForAll
StageRecovery
FilterExtensionsDefaultConfig
DavonSupplyMod
NearFutureElectrical-Core
NearFutureElectrical
KerbnetController
ScienceRelay
KAS
KIS
KerbalJointReinforcement
KspCraftOrganizer
KRASH
BetterBurnTime
ContractConfigurator-Tourism
ShipManifest
B9
B9-PWings-Fork
B9-props
RasterPropMonitor-Core
SmokeScreen
B9AnimationModules(I don't know if I did the spoiler correctly so if I didn't can someone fix it for me please)
Are you certain you activated atmospheric mode? i.e. you have the atmosphere sliders at the bottom of the window.
-
I received mine just now. I have uploaded some pictures of the shipment and the products within. If you're still in the process of getting your prize, I suggest you don't open this link to keep it a surprise.
Spoiler -
2 hours ago, eddiew said:
I have the exact same issue. Maybe it's really a glitch with Editor Extensions?
EDIT: Yes, removing Editor Extensions Redux fixes it. It's definitely a compatibility issue.
EDIT2: I couldn't reproduce the issue with just the two mods installed so this is getting weirder and weirder.
EDIT3: Back in my main install the issue is gone. I updated EEX to the newest version. Maybe you're running an outdated version of it as well, @eddiew?
-
-
Hello! Thanks for providing this cool mod!
However, in your "AsteroidDay_HighGainAntenna.cfg" patch, you introduce a new part SYB_Squad_HighGainAntenna5D which you derive from HighGainAntenna5. Unfortunately, it did not show up in my game. I changed the "AFTER[OPM]:AFTER[JX2Antenna]" flag to "FINAL" and it worked. Is it intended to only show up when those mods are present?
-
Nertea! Your modelling and texturing skills never cease to amaze me!
-
4 minutes ago, AccidentalDisassembly said:
Nope, couldn't figure out how to make even 1 PR, sadly...
- fork Nertea's repository.
- clone or download repository to your PC
- make code changes and commit them
- upload / sync
- make pull request
-
What actually is the purpose of the capacitors? I have never used them before.
-
1 hour ago, Drew Kerman said:
If you still have the save file and it still happens with it, upload it somewhere for arrowstar to get it
I actually found out that it was my install. I copied the entire Gamedata folder to a fresh 1.2.2 install and the problem was gone. So I have no clue what could even cause it. Somehow the position of all celestial bodies was different from what it was supposed to even though the bodies.ini generated by both installs are identical. I think I originally downloaded it when 1.2pre came out and then patched it to the later versions. I also compared the physics.cfg but they are identical as well.
-
I think it has something to do with my safe. I just tried to reproduce the bug in a clean KSP install with a brand new sandbox safe and I can't reproduce it.
-
3 hours ago, Drew Kerman said:
If true this is slightly different than my issue, which was sending me off on the opposite azimuth (north instead of south and vice-versa). Still haven't played with the new v1.2.2 release so can't confirm. getting closer tho...
Afaik, that's exactly what is happening. I can make a detailed bug report on it, but it seems this is a known issue then.
-
Hello! I toyed around with the Launch window planner today trying to launch into Minmus plane directly. It gave correct time but thw Azimuth was off. I saw Gaiiden mention this bug about two years ago. Is it still around? I ended up 12° off. Exactly twice the inclination of Minmus. So it told me to launch at 84° when it should have been 96°.
-
I already did that. To paraphrase him, they are working on it. He said they still hadn't got all the items they want to ship.
-
11 hours ago, legoclone09 said:
I didn't get a PM but I was in the first five to upload my submission to the forums.
You were 6th imho.
I am sure the give aways are on their way then. Just wanted to make sure I'm not the only one still waiting.
-
On 02/02/2017 at 10:11 PM, legoclone09 said:
Are the winners going to get anything? It's been over a month since it ended.
I haven't received anything yet. Anyone who has?
-
I only count four people in this thread posting pictures of complete collections. Does that mean I am not too late? Here's mine:
Unfortunately, I am not quite done with the rover. I'll update the picture once I have done cutting and glueing.
EDIT: with rover complete:
Merry Christmas!
-
1 minute ago, Badie said:
Yes we are working on it @monstah
Liking the paper crafts so far. Can't wait to see the next one.
-
Blitworks' KSP page lists highly outdated screenshots from the beta PC version. Quite funny.
-
Patience! Linuxgurugamer is maintaining a metric ton of plugins and he'll get around updating this one in time. Just wait until he releases a compatible version.
-
Scientist no longer boost science gain. For the first few missions, Pilots are much better because they have access to SAS. Without the Astronaut Complex upgrade, they cannot EVA and this is where Scientist first shine. The major benefit of Scientist early is being able to reset experiments. You can take multiple Mystery goo / Material study experiments without having to bring extra copies. This allows for some pretty efficient and lucrative mun / minmus fly-by / orbit missions. But when they really start to shine is once you unlock the "Mobile Processing Lab MPL-LG-2" (known as "Lab"). It allows to boost your science gain tremendously but needs to be operated by one or more scientists. At this point in the game, Pilots have become quite superfluous because probe cores can do their job much better for lower mass. A niche application might be the newly added remote control feature for which I think pilots are required.
EDIT: wording
-
50 minutes ago, p1t1o said:
They have only just barely got a missile capable of launching a warhead that even *needs* a heatshield.
Give'em time, they haven't got that far through their tech-tree yet, and they are obviously using a modded one if they have only just unlocked atomics.
They're also playing on ultra hard difficulty settings.
-
Aww... no papercraft this time? lame!
[1.4.1] Kerbal Construction Time 1.4.0.69 (2018-03-24) - Unrapid Planned Assembly
in KSP1 Mod Releases
Posted · Edited by Three_Pounds
-snip-
wrong thread![:( :(](//kerbal-forum-uploads.s3.us-west-2.amazonaws.com/emoticons/default_k_sad.gif)