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Everything posted by Sarxis
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Changing UI Navball texture by hand
Sarxis replied to Sarxis's topic in KSP1 Technical Support (PC, modded installs)
Thanks!! I'll take a look at that thread edit: took a look at the thread. EvilReaper mentioned that the default navball for the UI is hidden away in the game. I guess what bothers me about the whole ordeal is that the IVA navballs are easily changed just by going into the Squad/Props/IVA... folders and changing those texture files, but the Squad/Props/Navball folder DOESN'T actually have the default texture for the UI in it, even though there is a texture file in there for the navball? Weird. Ahh well, just going to use the NavballTextureChanger mod for now then. -
Changing UI Navball texture by hand
Sarxis replied to Sarxis's topic in KSP1 Technical Support (PC, modded installs)
Thanks for the replies! And in the end I may end up using one of those. But I am genuinely curious why my vanilla approach to manually modifying the base texture file didn't work. I'm on a mission! My next step is probably just to unload all of my mods and see if that changes anything. Again, I don't think I have any mods that would usurp the base navball texture, but I'll see. -
I've modified the model002.dds texture by hand (just changed the blue and brown sky/ground colors) in the Squad/Props/Navball folder. But the navball in the game hasn't changed color. I also changed the color of the dds files in the two IVANavball folders located nearby also, and the IVA navball texture HAS changed. So I'm really not sure where the UI Navball texture could be hung up at. Checked the logfile and the only textures that have 'Navball' in the name are loading from the Squad/Props subfolders, so I don't think any of the mods I have are overriding the default texture (None of the mods are texture modifiers 'I don't think'). I have both DLCs installed too, but do either of those have a navball texture update or some such in them?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Sarxis replied to Thomas P.'s topic in KSP1 Mod Releases
You are best teacher! -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Sarxis replied to Poodmund's topic in KSP1 Mod Releases
So... there is a chance. Thanks for the reply -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Sarxis replied to Poodmund's topic in KSP1 Mod Releases
Out of curiosity, is it possible to manually inject the mod assets/files into the base game without the need for Kopernicus? I haven't looked at how base KSP has its planet data setup so I'm not sure if everything in OPM can just be inserted into the game (the .bin files in OPM have me concerned). I'm not saying I am going to attempt to do this, but I am genuinely curious if it is something that can be done by an end-user. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Sarxis replied to JPLRepo's topic in KSP1 Mod Releases
I wonder why Sarnus is exempted at game start? Is it because it is such a large planet? Just a curiosity. -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Sarxis replied to StarCrusher96's topic in KSP1 Mod Releases
Yes! Made it to EVE! Now how do I leave? lol ISP is too low. I've been trying to find an inflatable balloon mod that would work but haven't found one.- 4,170 replies
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Greetings developers and marketers, I suggest live streaming a Moon mission in real time to promote the expansion.
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Sarxis replied to StarCrusher96's topic in KSP1 Mod Releases
Hey, since we are on the topic: does the craft disappearance only happen around the Mun^N? That way I can play accordingly until the fix is released.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Sarxis replied to StarCrusher96's topic in KSP1 Mod Releases
I noticed that Karkua is listed in my scansat list, but I don't even know what Karkua is! Is it a planet? -edit- Oh, looking at the front page, it's the super black hole!- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Sarxis replied to StarCrusher96's topic in KSP1 Mod Releases
Had all my satellites disappear around the Mun^N. I think this is a known issue with KSS? Do bases/flags also disappear? It's a curious bug - I'm wondering how it happens. Not a big deal though! It's not like I don't have entire star systems to go out exploring- 4,170 replies
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Sarxis replied to TriggerAu's topic in KSP1 Mod Releases
I just finally got around to updating KSP to 1.3.1 from 1.2.2 and when I aqcuired and installed the newest version of KAC did not find the option to turn the real time clock on. But I just remembered (just this very minute) that you simply click on 'Current Time' on the main display to activate it. Ahh! -
-edit- Heh, not safe at all! Gave it a try in my version of the game and it crashed it during load. Ahh well! I actually came here trying to find answers as to why the BTDT mini-window doesn't render the any wireframe image any more for me. Not sure what changed that it doesn't work. Not a big deal though. ["How safe do you think it is to run the latest version 18 Scansat on a 1.2.2 install? I'd like to give it a try if you think it is safe, but I'm not willing to update the game any further."]
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Sarxis replied to RoverDude's topic in KSP1 Mod Releases
I'm trying to use the 2.5 meter drive to do interstellar travel at 500 times the speed of light. I have the acceleration factor set to 6.4 and I don't think the bubble likes those kinds of speeds - it's having a hard time animating with those settings I think. Is there a way to completely disable the warp bubble on my end? I really don't need the effect, but I want to continue using the drive for this type of travel. I couldn't see if there's something easy to modify in the part.cfg file or not. -edit- I think I got it: I deleted the .dds and .mu file for the warp effect and deleted two lines pertaining to the warp engine module in the part.cfg and it's working fine now! I'll miss the lovely effect though.- 1,694 replies
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Greetings! I am wondering if someone can enlighten me a bit on how to use the default console orbit parameters to set a spacecraft's orbit. I'd rather not install HyperEdit as I don't plan on using commands extensively, but I'm not exactly sure what everything in the console does. Thanks for any help!
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Sarxis replied to stupid_chris's topic in KSP1 Mod Releases
I am doing some fun experimenting and I'm wondering what stats I need to change to make chutes indestructible from aero and heat forces upon deployment. I've messed with the breakingForce and torqueForce stats in the parts files, but not sure what limits I should/am able to put. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Sarxis replied to RoverDude's topic in KSP1 Mod Releases
Finally, FINALLY, got around to researching the tech for the warp drive. Having fun with it! I've done a little bit of modding - got it down to .3c max velocity, and some other things. It's interesting that while using angular momentum mode, I'm able to do some interesting velocity changes at the SOI borders and near periapsis. It reminds me of using Lagrange points in the 'Independence War' series. I do wish I understood the mechanics of what is happening with all of this in game though.- 1,694 replies
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I was just thinking how good our real life home star system is. I've played quite a few sci-fi space games and watched many a movie that explores what we imagine other star systems are like. But if I had to choose one that is 'home', Sol is really one of the best. Diverse in it's planetary composition, stable mainline star, a living planet in the third slot. All so good! Kerbol is a good scale model of our home system. What other kinds of star systems would you want to call home one day?
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I play in science mode only, so it's not a contract but one of the biomes on Eve. It's just not easily visible on the scansat map.
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I've got the planet biome scanned but just can't find it in the tangles of biomes. Where is it on Eve?
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Yes, big thanks to the development staff, the modding community, and the very brilliant and helpful player community! You all have been wonderful (and I think I learned a thing or two along the way!)
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Funny, but I often go to Moho and Dres first in my interplanetary explorations. :shrugs: