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ThreePounds

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Posts posted by ThreePounds

  1. 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! :D 

    DOWNLOAD

     

  2. 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:

      Reveal hidden contents

    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.

  3. 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

     

     

  4. 2 hours ago, eddiew said:

    Just proving I'm not crazy with the 30 degree snap thing...

      Reveal hidden contents

    jtSDpVv.jpg

    But don't worry about it, I found a fix for myself, and if nobody else has a problem then it's presumably some sort of weird mod interaction, maybe Editor Extensions or Hanger Extender. Or not ^^;

    I have the exact same issue. Maybe it's really a glitch with Editor Extensions?

    XPaA7LM.png

    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?

  5. 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?

  6. 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.

  7. 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.

  8. 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°.

  9. 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.

  10. 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?

  11. I only count four people in this thread posting pictures of complete collections. Does that mean I am not too late? Here's mine:

     UdCuTzK.jpg

    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:

    vqYLV4S.jpg

    Merry Christmas!

  12. 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

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