donoya
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About me
Bottle Rocketeer
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USA
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Science, Technology, Engineering, and Math. And basically anything else to keep my mind running.
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I'm running into this issue in KSP 64-bit where every time I have a decoupler on my craft, it's stuck in place until all decouplers are staged. I've tried this with all the RP-1 compatible decouplers from the starting node in my mod list, which I have provided here. This is the craft I was using, but I tried a few different things to see if I could get it to work. If you need my log, here it is. Lastly, I use a Lenovo G50 laptop with a Windows 8.1 operating system. If anyone can figure out what might be causing this, please let me know.
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Is there a compatible version for KSP 1.3.1? Or is the current version cross compatible?
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Hey, are there any known issues with decouplers anchoring crafts at the launchpad? I just tried staging in my launch clamps and my craft was just sitting there floating. But after staging off the one decoupler, my craft was able to move again. I figured maybe the .625m stock decoupler was bugged since I used tweak scale on one in order to save on cost, so I tried using a procedural decoupler and got the same result. Here's my craft file: Here's my installed mods, too:
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Hey, is there a more up-to-date list of rp-1/rp-0 supported mods? The one on the main post looks pretty outdated. I know there's the golden spreadsheet, but it doesn't seem to have all of the supported mods (it mostly seems to be missing those which are uncosted in RP-0/RP-1 but have a proper tech node assigned to them).
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
donoya replied to Theysen's topic in KSP1 Mod Releases
But is support a requirement for the mod to function? Like for instance: stock station parts expansion. It's not supported, but will it still work? What about kerbalism? The reason I'm asking is because I'm trying to figure out if it's a memory issue or a mod issue that's causing my game to crash after loading scenes (and I'd rather not need to get rid of mods like photon sail and ksp interstellar extended if I don't have to).- 2,215 replies
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- realism overhaul
- ro
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
donoya replied to Theysen's topic in KSP1 Mod Releases
Hey, is there a list somewhere for mods that support RO/RP-1 for KSP 1.3.1? I know there's the 'golden spreadsheet', but that seems to only mention mods that are recommended/suggested. However, I've tried playing with mods that were not in the suggested, recommended, or required sections and they still worked fine together (just maybe not balanced correctly). So is there a public list that includes those mods, as well?- 2,215 replies
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- realism overhaul
- ro
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
donoya replied to RoverDude's topic in KSP1 Mod Releases
So I'm a bit out of the loop. What's a constellation? Is that just another way to say an experimental update? Or is that the name of a new mod? I haven't been on the forums much since the late alpha/early beta days of KSP... Edit: never mind. Just needed to check the link. But another question I have is: how to download it? Do I have to do a manual install for experimental/development builds, or is there some way to do this with ckan? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
donoya replied to IgorZ's topic in KSP1 Mod Releases
The latter. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
donoya replied to IgorZ's topic in KSP1 Mod Releases
I have a few questions regarding the KAS dlls. Is it possible to make a part with this that places parts from connected inventories? If so, how? Also, is it possible to add parts to KIS inventories with another part? And if so, how? If any of these are possible with the KAS/KIS dlls, I'm considering using them to make a factory building mod (since no-one else seems to want to do it). -
I've looked into what's required to mod KSP. I know how to program in C#. I just lack the knowledge or skill for... pretty much everything else. I know nothing about bump maps or sound creation and am unskilled with things like texture design and 3D modeling. So I'm pretty sure someone who knows this stuff could make this mod a lot easier than I ever could.
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I highly doubt assembling machines, furnaces, and chemical plants of different tiers each with different manufacturing capabilities could be made with .cfg files. Again, I've looked. No mods that I've found add this. Hence, I'm requesting a mod to be MADE, not found. I myself can't manage it since there's so much that's required for me to mod KSP.
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This still holds true with the other USI mods as well as extraplanetary launchpads.
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Yeah. Pretty much.