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Fun1k
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Everything posted by Fun1k
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Thanks.
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Yay, I can't wait till EPL is 1.1-ready. Is there any other mod I can use until then which lets me drill for resources and use it to build/launch from other bodies? Like, a resource "metal" which can I just drill, store and then use it to make the builds "appear" through some dedicated part?
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Ah, thanks
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I handpicked a few of my new screenshots, here they are
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Phantom Acceleration and Unstable Orbit
Fun1k replied to n0xiety's topic in KSP1 Technical Support (PC, modded installs)
Just piggybacking on this: I have not tried it since, but in 1.0 there was some phantom acceleration under 1000 km above Jool. Idk if it was just me or if it is fixed. -
End is neigh!
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Hello, since I use mods I think it fits here, though I do not think it is relevant or caused by mods. I bought Extreme 3D Pro joystick and had it plugged in, I even tried KSP with it. When I unplug it, though, all gameplay and graphics settings reset to default, and it doesn't save the settings even after quitting and starting up the game again. When I plug the joystick in again, it does keep the settings I set, and when I unplug it again, it doesn't.
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This. I had been playing with FAR prior to 1.0 and while it is realistic and fun, it might be bit too difficult for some people because of sudden unplanned disassembly caused by stress, and I therefore liked 1.0 aero, which is FAR-like in terms of drag and whatnot, but without all that added difficulty that comes with that level of realism (i might check out nuFAR). I never managed to make a proper SSTO either in pre-1.0 stock (too slow due to the soup) or with FAR (stress breaking). I do mostly rockets, but with 1.0 aero I consider I might try to build a cargo SSTO because of how forgiving it is to those inexperienced with spaceplanes, i.e. I can actually flip/brake sideways and not blow up to smithereens. With new aero "fix" I find it more soupy and less enjoyable. Really Squad, it is too much to ask you to create an aero switch?
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It may not be an issue for you, but it clearly is for others. I am glad they fixed the heatshields, but that aero just feels wrong to me. In 1.0 I was able to make a nice ascent and get it shallow easily under 30 km and save fuel with this gravity turn assist, but it is not so nice anymore, and it makes some ... stuff (like when I had a probe core on top of a Mk1 pod and was getting shallower the pod magically blew up around 20 km height and I had to redo the rocket). Soupy aero sucks, and I get the feeling the change was made to pander to spaceplanes. Much better would be to edit spaceplane parts to fit the model, not vice versa. I am not comfortable with hotfix atmo.
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And the Kerbal spirit was born!
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ExtraPlanetaryLaunchpads problems
Fun1k replied to SmashingKirby148's topic in KSP1 Mods Discussions
Have you tried to reinstall the mods and checked dependencies? -
ExtraPlanetaryLaunchpads problems
Fun1k replied to SmashingKirby148's topic in KSP1 Mods Discussions
Do you have Kethane/Karbonite and Regolith adaptation installed? -
If I weren't very lazy I would use Kethane, since it doesn't have infinite resources, thus forcing me to make big drilling vehicles to drill from elsewhere and refuel my EPL base. But Karbonite is enough for me as of now, I managed to build a self-sufficient base on Minmus and I am starting to do the same for Duna. If I ever go really hardcore (Realism Overhaul), then I could use Kethane to make it even more so.
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Hello people. As we all know, explosions in KSP are cool visually, but they have almost no effect on the gameplay itself save obfuscating your view. I think it would be great if explosions generated shockwaves proportional to the size of explosions, which would push things away in a certain within a certain radius, maybe loosen a part or two sometimes. Because I know next to nothing about making KSP mods and I didn't find anything relevant on Google, I would like if somebody could make a simple mod to do the job. It would be appreciated.
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The Linux compatibility thread!
Fun1k replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Nevermind, someone advised me to try this and it works LC_ALL=C %command%_64 LD_PRELOAD="libpthread.so.0 libGL.so.1" __GL_THREADED_OPTIMIZATIONS=1 %command%_64 Leaving it here if someone else has the same problem. -
The Linux compatibility thread!
Fun1k replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Hello, I am experiencing the "mk1podCockpit/model" issue, where the loading hangs. I have tried LC_ALL=C ./KSP.x86_64 solution, but that does not work. I don't know if I've done something wrong or not. When i copy it into Set Launch Options, it does nothing.