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Posts posted by Luka 999
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Just now, Harry Rhodan said:
People will still need to see the logs to actually get any idea what is happening.
Yeah... I've checked KSP_x64_Data and there's no output.txt log
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2 minutes ago, Harry Rhodan said:
You'll always get logs. The pinned thread is telling you where to find them:
But isn't that thread meant to help people with modded installs? I have no mods and the game still crashes. Btw my rig is by no means on the low end. I've got a Ryzen 7, 16 GB of RAM and a GTX 1080
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I have NO MODS installed,
I've tried completely reinstalling the game,
I've tried restarting my PC,
I've tried launching the game from steam and directly from the directory,
I've tried restarting steam,
And nothing works. I got no error logs and the game worked before.
The only thing I know that might have been the cause is that I've tried installing Realism Overhaul via CKAN and ever since it didn't launch.
I have no idea what to do anymore.
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On 3/5/2018 at 9:25 PM, eskimo22 said:
KSC is floating over the ocean, how to fix?
Go to the map view and select a launch site.
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On 10/7/2017 at 12:10 AM, fsxthai said:
Hello, since the 1.3.1 update, this does not work anymore. Kopernicus is updated to 1.3.1.
I've tested the game and it seems to work fine with the latest version of Kopernicus. If you still have problems I can give you my Skype and we can solve the problem that way.
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On 10/7/2017 at 12:10 AM, fsxthai said:
Hello, since the 1.3.1 update, this does not work anymore. Kopernicus is updated to 1.3.1.
Okay, I'll take a look at it. I'm still using 1.2.2 because I have problems with changing the language in the newest version.
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On 8/4/2017 at 6:45 AM, Ruipnoob said:
Hi there
I downloaded this mod and the scale part works fine, but it have some problem with the position of the KSC, Mine is floating on the sea instead of the possition shown in the thread,so could you pls help me to figure out what happened? Thankyou very much
Hey! Sorry for a late reply. You just need to go to the map view and chose a launch site. KSC removes the ground beneath the KSC for some reason and because there is no launch site there anymore it doesn't really matter. Hope I helpt
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THE v1.2 UPDATE FOR KSP v1.3.0 IS LIVE!
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Thanks, Stock is about 0.1 of the scale of real life. The mod scales it up to 0.4 so not quite realistic but in my opinion big enough to give you some challenge.
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On 5/11/2017 at 6:16 PM, MaxZhao said:
Very interesting, wondering if there's Dmagic Orbital science and SCANsat support?
Thanks!
They are supported. The distances for the best scan are still the same though. Dmagic doesn't have any special requirements. I've been using it from the start without any issues. -
If you encounter ANY bugs related to my mod please report them
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Hey, guys! If you've made a video using this mod please put the link on this thread I would really like to see what you guys are up to :D
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You have to replace the files in Kopernicus, KSC Switcher and RemoteTech with the files included. That's because I had to include the KSCSwitcher.dll in the file cause the old one was causing the problem that you described. Open 4X Kerbol System and theres a GameData folder in it. Copy that to your install. Then it should work Hope I helped.
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On 1/18/2017 at 3:41 AM, The-Doctor said:
@Luka 999 hey, what mods do you use to increase the power of engines?
I don't use any mod that would specifically change how powerful the engines are. Either I:
1. Use KW Rocketry engines like the 5 m engines that are bigger.
2. Increase the size using TweakScale.
3. USE MOAR BOOSTERS!Hope I helped XD
On 1/17/2017 at 2:04 PM, Sulaiman said:Oh Thanks God Finally! I was waiting so Looooong!
NP
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On 11/27/2016 at 4:29 PM, TaxiService said:
Hi! I am from the team of the RemoteTech mod. You may be interested in our new support for MM patches to modify our default settings. We have a new manual page on a patch for a player using your and RT mods.
Hi! Yes. I will make an MM file. I don't have much time now but I think I'll finish it next week. Thanks for the link.
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47 minutes ago, kormer said:
Is this mod compatible with the Outer Planets Mod?
Does the inclination change only affect Kerbin, or is it for all planets in Kerbol? Would any OPM planets also be affected?
I'm working on a config for OPM. It shouldn't take more than just a couple of days. it only works for stock planets and it alters the inclination of all planets not just Kerbin.
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The mod is now 1.2.1 compatible!
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6 hours ago, jd284 said:
I have recompiled KSCSwitcher for 1.2.1, seems to work fine for me but no guarantees whatsoever. Feel free to try at your own discretion though.
Download - only has the DLL which you need to replace in the Plugins folder. Keep the rest of the files.
Can I add the .dll to my mod? KSC Switcher is almost a must to have if you have my mod. I'll put your name on the thread.
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On 10/25/2016 at 8:42 AM, Sulaiman said:
Who is BDW? Are you talking About Me? Well I would love to be in the Title of the versions! BTW, If You want Me To make some scaled up parts i Totally would BUT! they will be the same model And texture As the Stock Parts it's onlythe scale and Properties would change. might have to experiment A bit with the mode when it gets updated to get the good preformens so it won't be Over-powered or under-powered
That would be great. I was thinking of maybe making an extension that would scale up the parts. Especially for the 8K version. If you are good with numbers I would really appreciate if you would make a config for the day length and warp limits cause currently they are the same as stock and warping to another planet can take some time. Also. I've yet to include a TAC LS fix.
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8 hours ago, Sulaiman said:
This mod is going to be on a different copy than my normal KSP like what i do with RSS And SSRSS so it needs to update to KSP 1.2!
Don't worry. I will update it when the game comes out and when Kopernicus gets updated. In the meantime don't forget to report any issues. I'm running through a career mode to see if I have to tweak the career difficulty to make it passable on all difficulty settings. BDW! Congratulations! You are the first one to make a reply to my first mod! If you want I can put your name into the title of one of the versions of this mod. I'm kinda tired of the same boring name like 4x solar system. I was thinking about "R99 4144 "name"'s rescale mod. The R99 stands for nothing. I just like the naming of the R9 Fury X. 99 is my favourite number. The number 4144 has a specific purpos. I'll explain that some other day.
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On 8/3/2016 at 7:04 AM, Vanamonde said:
This release of a mod has been moved to mod releases.
Thanks.
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FIRST! Huge thanks to rough93 for helping me make this mod.
The mod works with KSP 1.3.1. At least, the planets are scaled correctly. I'm waiting for KSC Switcher and RemoteTech to be updated. If you see the update before me please let me know so I can test the mod for any errors!
4X SOLAR SYSTEM
If you think stock Kerbal Space Program (For some reason that I will never understand...) is not hard enough and you want a bit more challenge for getting into orbit, 4X SOLAR SYSTEM is the right mod for you!
The mod is a build on Harder Solar System with some extra stuff like more launch sites and ground stations. I will add more stuff later of course.
The mod scales all the planets and moons by a factor of 4. The only exceptions are Bop and Gilly.
The gravity of all the planets and moons stays the same. Now it's possible that Kerbin is made of some realistic materials!
The orbital velocity of 100 KM is 4400 m/s. The Kerbal X rocket has more than enough fuel to get into an orbit.The orbit of the Mun has an inclination. The whole solar system is tilted just like in RSS.
For those who use RemoteTech, the range of dishes and antennas has also been increased by a factor of 4.- Any constructive feedback, ideas and suggestions are welcomed with open hands!
- I'm looking for names for stations and launch sites for 2X, 3X, 5X, 6X, 7X and 8X versions of the mod to have a bit of diversity between the versions.
THE MOD DEPENDS ON:
- Kopernicus
MODS THAT ARE SUPPORTED AND RECOMMENDED:
- RemoteTech
- KSC Switcher
RECOMMENDATIONS:
- KW Rocketry (For more engines)
- Procedural Parts (For better control on how much fuel you take with you)
- State Funding (For more money that you'll need at the start)
The mod comes with ground stations for RemoteTech and launch sites for those who use KSC Switcher.
The ground stations are divided into several groups. They are divided by their range. The shorter the range, the more of the stations there are.
Mm - megameter
Gm - gigameter
Tm - terameterANTENNA COLOUR DEFINITION:
GREEN - Launch site antenna (range = 2 Mm)
BLUE - Observatory long range antenna (range = 4 Tm). These will reach Duna.
LIGHT BLUE - Short range antennas (range = 2 Mm). Only meant for orbits around Kerbin.
YELLOW - Medium range antennas (range = 200 Mm). It can reach the Mun and Minmus.
Because the planet is 4 times bigger, it can take a lot more time to get from point A to point B to collect science from multiple biomes. That's why there is a launch site for every biome.
INSTALLATION INSTRUCTIONS:
- Install Kopernicus,
- (Optional) Install RemoteTech and KSC Switcher,
- There is a GameData folder in the downloaded file. Copy that into the install folder,
- Start the game and have fun!
DOWNLOAD:
ISSUES:
- The time warp is not yet scaled up correctly.
VIDEO AND SOME SCREENSHOTS!
(If you have any cool screenshots please post them on this thread! I'll add them as soon as I can.)
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5 hours ago, KillAshley said:
only a little more memory than stock tbh, you should be fine running it
Thanks. I have to have some higher resolution textures because I'm playing in a 4x system and the textures are even more messed up.
STOCK KSP CRASHES WHILE LOADING
in KSP1 Technical Support (PC, modded installs)
Posted
Ok thanks dude!
https://drive.google.com/open?id=1P7tDxVg0Bi0bKRIc4m6QZgdnF2PPoSDy