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Everything posted by fallout2077
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Just a quick question to Lazarus... how did you achieve the amazing look of your engine flames? You don't appear to be using HotRockets for your engine effects, so I am impressed by your ability to accomplish such amazing looking effects. I would appreciate a rather quick and informative bit of info about how you went about achieving this effect. Thank you for your time, and thank you for such a beautiful mod.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
Alright, no problem. I removed KCT, and there aren't any issues at launch. So, for me anyways, the problem lies with some form of incompatibility between New Horizons and KCT. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
Thanks, man. If anything, when I have the time maybe I could ask the author of KCT about the differences between "simulation" and "launch" in his mod. Heck, you may even have the technical know-how to diagnose it yourself. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
I'm replying to you from my phone, so I am unable to give a list of my mods, although I am speculating that it may be an issue with Kerbal Construction Time and your mod "socializing". My logic behind this bit of speculation is that when I use the simulate feature of KCT to fly a mission, there aren't any weird glitches. When I actually build it and press "launch" from KCT's menu, it bugs out when it loads the craft on the pad. So, either KCT is to blame, or KCT disables something within KSP or itself so the glitch doesn't occur in "simulation" mode. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
When it comes to the "vehicles on launch pad blow up" glitch, that is occuring every time I go to launch a craft. Just out of curiosity, do you have a line on what is causing this bug? -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
Is the Clouds pack for New Horizons require KSPRC to run, or can they run off of Astronomer's pack, as well? -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
Ahh, okay then. Thanks for the response! The real reason for why I ask is the placement of Ernus, and its incredibly close proximity to Kerbol (so close that I couldn't even see it in the tracking station when I was giving a cursory glance; I just found out about it by reading the OP body list). -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
fallout2077 replied to Paul Kingtiger's topic in KSP1 Mod Releases
Oh crap, oops. Alrighty, then, I shall do that. Thank you! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
I've got another question for you, KillAshley (love the name). Did you craft this mod with scientific accuracy in mind, or just for the sake of visuals and gameplay? -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
fallout2077 replied to Paul Kingtiger's topic in KSP1 Mod Releases
Is the wedge for the Science Jr. supposed to be with 'Stability" in the tech tree? If so, why there? Aside from balancing the tech, I can't see the logic in an experiment module being grouped with "Stability" tech. -
Alrighty, then. I suppose I shall have to upgrade; thank you, Starwaster:D.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
Eh, as the old saying goes, "you can never be too sure". Oh, and by the way, to answer your poll question, I honestly think there should be a binary star system in New Horizons; I've always been a sucker for multiple star systems. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
Very good news. Thank you, MinimumSky! -
Hmm... I wonder why "reentry" started for me around 50 km, then. Oh well, as long it isn't a problem, I'm a happy camper. Perhaps it was FAR and DRE socializing that made reentry effects begin at 50km? And in regards to my blatant blindness, my apologies, good sir. In my defense, I wear glasses, so... yeah.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
Just out of curiosity, how will Aptur's proximity to Kerbin affect Keosynchronous orbits? Based on appearances, I would enter Aptur's SOI at around KTO range. -
I have KSP 1.0.2 installed (judging from posts around the net, I'm rather nervous upgrading to 1.0.4) and am using Deadly Reentry 7.2.1. Reentry "starts" (flames and drag) begin at about 30 km, whereas in DRE 7.2.0, the effects began at around 50 km. Is this an issue, because entry interface is behaving like what I recollect from the stock game, and I like my reentry beginning around 50 km (makes for a much longer and more thrilling ride to landing). Thank you, Starwasher, for making such an amazing mod, and I await your response!
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
Alrighty, good sir, will do! I just hope Kopernicus' author can get that sun-Kerbin issue fixed. And another question that I have since starting up the mod is whether or not the orbits of Kerbin and Aptur are supposed to cross like they do in my game. I thought that was kind of strange... cool, but strange. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
Okay, thanks, Tynrael. I actually asked that question before I installed the mod, as I was still considering whether or not to do so. But, curiosity got the better of me, and I went ahead and installed it, and I must say, the Kerbol system feels a lot realistic and "lively". I, of course, have my complaints, though they are small; such as the obvious issue with Kopernicus not syncing day/night cycles (although, as the mod author stated, this is in no way New Horizon's fault). Another is a seeming lack of clouds on Kerbin (I remember there being far more in "stock" KSPRC. Of course, these are very minor complaints, and overall, this mod is beautiful, and filled a niche that KSP has been missing. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
You know, I have another quick question. Does this mod feature contracts to explore the bodies added by New Horizons? -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
Wow, that is very, very enlightening. It looks like I'll be reinstalling KSRPC (I've been using Astronomer's Visual Pack V3 Beta); it looks like the reinstall will be well worth it. Once again, thank you! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
Well, judging by the screenshots on the OP, the planets/moons already have pretty convincing clouds. Or maybe those are older screenshots way back when you had those KSPRC configs up and running? -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
Another question I have is in regards to clouds and such... do any of the new planets have their own clouds? I'm assuming that mods such as KSPRC and Astronomer's pack do not touch these new worlds, for obvious reasons. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
fallout2077 replied to KillAshley's topic in KSP1 Mod Releases
Alrighty, very awesome! Perhaps this mod is what I need to rekindle my love of this game. Thank you, you two.