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KSP2 Release Notes
Everything posted by Miruzuki
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If you are using Textures Unlimited for shiny metal textures, but your OctoSats do not reflect direct sunlight (being black in orbit), you need to go to ~\GameData\NSS\MM and rename TexturesUnlimited_NSS.cfg (to TexturesUnlimited_NSS.cfg.bak, for example). Then restart KSP, and OctoSats will reflect sunlight properly (but sadly they will lose that PBR metal shine). Yea, a bit late, I know.
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Miruzuki replied to Paul Kingtiger's topic in KSP1 Mod Releases
Yes, I understand that US2 has more complicated stuff inside (like animations, custom resources support, science experiments etc) than hypothetical pack of structural parts. By the way it seems fine on 1.11.2 so far, but I only checked some basics. Will test more in my career soon.- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Miruzuki replied to Paul Kingtiger's topic in KSP1 Mod Releases
Thanks for the quick reply, I will test it then. It should probably be fine since it's just parts, but I thought there might be some significant differences between how the game works with mods in 1.11 and 1.12 (that you are better aware of as a modder). Also I've seen many mods being updated/adopted straight to the 1.12 (with 1.11 skipped) and wonder why, so decided to ask you.- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Miruzuki replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hello @linuxgurugamer, could you please tell if your 1.12 adoption of US2 will work fine on 1.11.2 or not?- 1,553 replies
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Miruzuki replied to JPLRepo's topic in KSP1 Mod Releases
Hi @JPLRepo. Just wanted to ask if your mods are backwards compatible? For example this mod, DeepFreeze, has 0.31 version with KSP 1.12.0-1.12.99 in .version file and 0.30 version with 1.11.0-1.11.99 in .version file. Should I strictly use v0.30 for my KSP 1.11.2, or the latest one is fine as well? Same question is for your other mods. And there are some cases (i.e. JSIAdvTransparentPods) when you only have versions for, lets say, 1.12 and 1.10/1.9/1.8. Which one is preferable for 1.11, newer or older? Thanks. -
Okay, so I'm deleting this ~\GameData\FerramAerospaceResearch\Plugins\Scale_Redist.dll and keeping my ~\GameData\999_Scale_Redist.dll from TweakScale. Thanks.
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Hello. After FAR installing I'm getting a warning from Scale Redist Watch Dog: "scale redist dll must be directly on game data and be named 999_Scale_Redist_dll". If I install TweakScale, then it's telling me that "there're more than one Scale Redist dll on this KSP installment" (because the real 999_Scale_Redist_dll is coming with TweakScale). As far as I understand, this is because FAR has Scale_Redist.dll at ~\GameData\FerramAerospaceResearch\Plugins. So what should I do? Delete FAR's Scale_Redist.dll (since I have 999_Scale_Redist_dll from TweakScale) or just ignore the warning?
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[1.4+ & 1.8+] Hyperspace - Load KSP faster on HDD (or not)
Miruzuki replied to sarbian's topic in KSP1 Mod Releases
Hi! Sorry for necroing, but do you still have this CacheFolder tool? I cant find any source to download it now. Could you share it please? -
By the way, is there any plans to add fueltank version of cargo starship superheavy? Also it would be nice to have a docking port/hatch on cargo version as well.
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Yes, this is what I was asking about. I mean, you can pretty easily retexture stock parts since there is a dds file with texture: I tried to retexture some 3rd-party payload parts from other mods to look like your starship parts, but it actually requires reversing .mu objects to blender 3d models, creating UV map, importing back to Unity etc etc... Without any practical experience I decided to just wait for some possible new parts from you (:
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Hi @damonvv , love this mod, especially Starship & Superheavy. I wish to use them in actual career missions, but, for now, the main issue is bringing science and cargo with crewed starship without breaking the general craft style. Maybe in the future we can see some inline cargo cylinder or something? Like interstage probe, but hollow inside to install something with UniversalStorage2 for example. By the way, do you texture some of starship/superheavy parts directly in Unity? Could'nt find a dds texture or reference to it in cfg for i.e. that interstage probe.
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Hey guys. What could possible be the cause of missing crew IVA portraits (in the right bottom corner)? I have this issue with crewed starship mk4.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Miruzuki replied to JPLRepo's topic in KSP1 Mod Releases
@JPLRepo Hey, any chances you can give me a hint how to manually "hide" some bug-researched bodies back? Which files are responsible for that? I really love the concept of this mod and kinda upset that all the bodies have been revealed to me for nothing. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Miruzuki replied to JPLRepo's topic in KSP1 Mod Releases
Unfortunately I can't do the same, my save has quite a lot of work done. And isn't the main mechanics of this mod about contracts? It would be ideal to find which files are responsible for displaying the bodies and manually hide them, but I could not succeed. Save file editing did not help, and I did not find any related configs in the Gamedata. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Miruzuki replied to JPLRepo's topic in KSP1 Mod Releases
Having exactly the same issue as described above. RB 1.11.0.0 with KSP 1.8.1 + OPM and stuff. Same behavior. -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Miruzuki replied to alexustas's topic in KSP1 Mod Development
Did anybody fix wheels?.. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Miruzuki replied to Nils277's topic in KSP1 Mod Releases
Oh.... that sucks. I have a huge moon base with this wheels. Crap. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Miruzuki replied to Nils277's topic in KSP1 Mod Releases
Hello. Just updated my game (and this mod) from 1.0.5 to latest, loaded my save and some wheels appears to be broken. Somewhy "Attachable Landing Gear" ones work fine, but "Combined Landing Gear" just dont spin. Upd. Oh. What does "DEPRECATED" in title mean? -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Miruzuki replied to Nils277's topic in KSP1 Mod Development
Hah, im not that stupid Bicupler is absent in the node. There is no such part. At all. But nevermind, i already fixed this. I removed "@PART[KKAOSS_ bla bla bla" string from KPBS_MM_CTT.cfg. And then bicupler appears. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Miruzuki replied to Nils277's topic in KSP1 Mod Development
Oh... now another thing... K&K Base Bi-Cupler. BaseBiCupler.cfg: TechRequired = advMetalworks KPBS_MM_CTT.cfg: @TechRequired = advMetalworks Ingame: Advanced MetalWorks is already unlocked (before installing this mod). No Base Bi-Cupler (and also no adapters to mk2/small size) there (into advMW node). WAIDW?... -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Miruzuki replied to Nils277's topic in KSP1 Mod Development
Thanks a lot! Now i get it. Yes, its KPBS_MM_CTT.cfg. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Miruzuki replied to Nils277's topic in KSP1 Mod Development
Thanks for answer. I just found it into Aerospace Composites (1000 sci) node. But cfg file says "TechRequired = heavyLanding". Heavy Landing is locked for me now, but even after unlocking it Meerkat doesnt show up. Should I unlock Aerospace Composites? Any ways to make it work with Heavy Landing? Because I need to spend about 2000 sci for AC...( - - - Updated - - - Yes, I am using CTT. But I dont understand, why its still in Aerospace Composites, if engine_g.cfg says "TechRequired = heavyLanding"? What other files are responsible for this? -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Miruzuki replied to Nils277's topic in KSP1 Mod Development
Guys, please, anyone? I really stucked with this, i need to use Landing Assist part in my career... any suggestions why cant I use it?..