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Posts posted by ThreePounds
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1 hour ago, The-Doctor said:
I'd love to know what mods you use, also can I use the flags?
Oh, that's a rather long list. The most noteworthy are "Unmanned Before Manned", SETI Rebalance, all of Nerteas Mods and GPP.
Of course you can use the flags! As long as you pay attribution (you tell people I originally made them) and use them non commercially (you don't sell them). I even provide all the source files so you can alter them yourself. You find the link to them in the OP. They are made with Adobe Illustrator but I think even the free alternatives like Inkscape can import *.ai files.
EDIT: If you want simple text swaps I can do them for you. E.g. you want the name of your agency / program instead of mine.
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2 hours ago, VoltronAWK said:
I don't know if this is a known bug or not but while in map view or the tracking station sometimes random orbit lines start generating and disappearing. It only happens at angles close to the orbital plane but when you are very zoomed in to the body they go away. I've been able to replicate it without any other mods installed and I can send a screenshot if you would like.
Welcome to the forums! It's bug that effects the stock game as well but is made all the more apparent by Kopernicus. OPM in particular has nothing to do with this issue. Move along.
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41 minutes ago, linuxgurugamer said:
At the very least, use your computer for permanent storage and sign up with a good offsite backup service . I use Backblaze, but there are other good services available.
Interestingly enough, I use github for my KSP save files. Works like a charm.
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3 hours ago, Yakvi said:
The only downside is that you'll never get any missions for Niven, since it assumes that the home world is third from the sun. Excellent in all other respects, though.
Do you think that could be fixed? I'm currently digging into the files to find out.
EDIT: I guess we could hard replace all references to Homeworld() with Gael. There even is a config file for the other destinations, which are called Mercury, Venus, Mars, Phobos, Deimos and Jupiter. I'll look into it.
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According to my back of the envelope calculations it will hit the atmosphere at about 35km/s so that is very ... very unlikely. It will be almost completely vaporized the first two minutes or so. The toughest parts are the casings for the thermoelectric elements and even those will be gone quickly.
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2 minutes ago, Scout1218 said:
Does anyone know of a replacement for Infernal Robotics?
Why would you want a replacement?
Have you seen this post?
On 05/08/2017 at 2:14 PM, V8jester said:New official version of KJR works like a charm. I have one of these instruction lists on almost all IR threads. Must not have updated that one all the way
Glad to hear you got everything working.
1.3 / KJR issues
List of IR download files to work with KSP 1.3
Remove "Active struts" as well as "strut" Folders" they are currently incompatible with KSP 1.3 - Unless you opt to use the unofficial Recompiled .dll linked below
Steps to install Infernal Robotics
1) Install Core Download which is the plugin and "core Files" of IR (No parts are in this download)
2) Install Parts Pack (Legacy is the original parts, and Rework are the new white parts. You can have both installed if you wish)
3) Remove folders "IRActiveStruts" and "Struts" as they are currently incompatible
4) Optional - If you wish to use the Surface sampler - Install the Surfacesampler.dll linked below into GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins
5) Optional - KJR will work with KSP 1.3 and IR 2.0.12 - Linked below
6) Optional - KAS Magnet / Grasper Breaking? Increase "breakForce" under the KAS module in the part cfg to "= 999"
7) Optional - Unofficial recompile of Active Struts Plugin linked below. Curtesy of Whale_2
Core Download
Infernal Robotics (Ziw) 2.0.12
https://github.com/MagicSmokeIndustries/InfernalRobotics/releases
Parts / Plugin
Legacy Parts (Ziw)
https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/download/2.0.0/IR-LegacyParts.zip
IR Rework Parts (Zodiusinfuser) - See Active Struts notes above
https://mega.nz/#!rdlHkLAJ!ZizDvd8s7zCIG529FtO8b7wM0avJ8yC3pldIaf6BGFw
Surface Sampler dll (DMagic) - Place into "MagicSmokeIndustries/Parts/Rework_Utility/Plugins"
Active Struts Plugin Unofficial Recompile (Whale_2)
https://github.com/whale2/Active-Struts/releases/tag/1.1.0-1
Utility
Thread Link For IR Sequencer (Ziw)
Kerbal Joint Reinforcement
Official GitHub Repository (Ferram4) - https://github.com/ferram4/Kerbal-Joint-Reinforcement/releases
Please feel free to repost / update this list every so often to help a lot of the new comers
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In case you haven't see it, yet: this video was produced by JPL to commemorate the final days of Cassini. While some artistic license was used, I think it turned out great. It's definitely an emotional experience for me.
If you're interested in detailed information about the Cassini mission. Here three public talks / lectures featuring Dr. Linda Spilker.
Cassini: Epic Journey at Saturn (live public talk)
Preview Cassini's Grand Finale
Going out in a Blaze of Glory: Cassini Science Highlights and Grand Finale (public talk)
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1 hour ago, phoneix_007 said:
Is it RO-RP-0 compatible?
That's for the RO-RP-0 people to decide. Unless mods are specifically made for that suite, which this one is definitely not, compatibility must be added from their end.
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That's a crazy amount of mods. Are you sure you have enough RAM? I have trouble opening the log file since its 18MB.
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@Atubara Maybe you should try websites actually focused on art. I think imgur isn't one of them. It's mostly image hosting and memes. Deviantart has a bit of a reputation I know, but if you stick to relevant groups you can get good feedback there.
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5 minutes ago, Norcalplanner said:
I've really taken to those small radial reaction wheels. They're great for small craft and help keep the weight down.
I assume they are from Probe Cores Plus?
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3 hours ago, Sigor said:
Thanks! Reinstalling helped.
@Jacke I was just too lazy to care. I know about all those readmes and licenses that overlap and cause problems but they haven't given me issues until now so... I just ignored them
I think it more has to do with the fact that
- don't put random files into /GameData/ ... while it may not cause any obvious problems you can get some pretty nasty bugs this way. Module Manager reads the folder names there so in your case will think that you have installed a mod called "mod zips." There is no such mod but imagine there was. Store them somewhere else.
- You have two different versions of Module Manager installed - one of them twice. I think Module Manager is built to detect this and disable itself but it's just not good practise.
- Those ReadMe and Licence files are benign mostly but, again, it's just not good practise. At the least it confuses people who look at your /GameData/ folder. Don't unpack them. Only unpack the stuff found in the /GameData/ folders of *.zip containers or have the name of the mod.
- I can't judge if there was anything wrong with the GPP folder. At least not from this screenshot alone.
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5 minutes ago, Laie said:
I wasn't even aware such a thing exists. Alas, that's not an option but a difficulty setting you may check on the start of a new (Career|Sandbox|Science) game. In order to change it at a later time one has to edit the savegame.
This is not the answer I was looking for (I expect it's due to some arcane side effects of rerooting when two vessels are merged). But at least it's a workaround that allows me to keep going. Thank you very much.
Like I said, I usually have the same problem when docking my tanker vessels to my stations. I usually have to toggle the crossfeed on all parts (docking ports mostly) before I can transfer the fuel. Try assembling it in the VAB and turn on the fuel delivery overlay (action menu on an engine or fuel tank) - you might need advanced tweakables turned on for this - and check if it goes across.
Also, you can reach the options by pressing ESC > Settings > Difficulty Options. It's on the second page. No save file editing necessary.
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Try turning the cross feed on and off. That sometimes fixes it for me. If it's still not working you can go to the options and turn off "resource transfers obey cross feed rules."
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I've seen it on reddit and it's truly amazing. When I saw the working clutch pack I had to double take. It's wonderful.
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Awesome! Keep us posted about your progress and tell us if you run into any issues. There is a lot to learn about KSP and hopefully it'll open your eyes to a new host of interests and fields of science and engineering you had no idea even existed. The forums are full of resources, guides and tricks so be sure to search around and you'll fin plenty to keep you going.
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I'm not too fond of the idea of DLC. I fear It might devide this already tiny community. At leat I am hoping for a fair price so that the bar of entry isn't too high.
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We are working on localizing the game to further languages, specifically German, French, Italian, and Brazilian Portuguese.
Squad just announced that they are working on more localization. Therefore, I will put my contribution to a halt. Judging from the decent quality of their existing offerings, I believe they'll be doing a better job than I and it's too much work for me to justify when the official translation might be coming out a few months after I finish this.
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15 minutes ago, FTWG4M3RS said:
Intuos Pen Small
Is that one of those tiny new tablets? I heard they are really affordable. I bought mine when they cost a leg and an arm.
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You should name it Plock
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6 hours ago, FTWG4M3RS said:
I'd like to volunteer as an artist for this, I recently acquired a Wacom drawing tablet and am ready to go.
Which one you have? I still have the Intous 3 in A4 and its huge ...
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1 minute ago, JPLRepo said:
So Not a pod with control authority. So all working as designed.
And yeah the EVA man node, was a bug.There is this certain xkcd comic that fits here but you already know, so I won't post it.
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13 minutes ago, JPLRepo said:
That's intended because it had issues, so it's a bug fix, not a feature removal.
As for not creating man nodes with a probe core with no signal, unless your vessel has a manned pod as well then that is also intended...It has a manned part with a Scientist in it. But the control locked probe core makes it so that maneuver nodes can't be created. The work around was using EVA but that's going away.
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Afaik you can't create maneuver nodes from EVA anymore. It's actually a big deal for one of my crafts since there is a wierd quirk in the game that doesn't allow you to create maneuver nodes when there is a probe core on the vessel but no signal.
Gaelean Space Agency: Mission Patches, Screenshots and other Artwork!
in KSP Fan Works
Posted · Edited by Three_Pounds
Yes. But that's okay - I was going to launch a second one anyway.