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Everything posted by garithmar
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Is there anyway to change the range of antenna's to 10x without changing every single one individually? I'm using 10x size solar system. Also setting the signal to false in the settings.cfg doesn't turn off the signal's can we get that feature back?
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
garithmar replied to stupid_chris's topic in KSP1 Mod Releases
Heres a simple cfg you can add anywhere in gamedata to give you a parachute tab. @CCKExtraFilterConfig:NEEDS[CCK] { Item { name = Parachutes tag = cck-chutes normalIcon = Squad/PartList/SimpleIcons/R&D_node_icon_survivability } } @PART[*]:HAS[@MODULE[RealChuteModule]]:NEEDS[RealChute,CCK]:FINAL { @category = none @tags = #$tags$ cck-chutes &tags = cck-chutes } @PART[*]:HAS[@MODULE[ModuleParachute],!MODULE[ModuleCommand]]:NEEDS[CCK]:FINAL { @category = none @tags = #$tags$ cck-chutes &tags = cck-chutes } Hope this helps. -
I keep getting all the life support resources in a ship going to zero when i go to them or if they pass into physics range.. Radiation and stress levels simply increase so fast i don't have time to do anything with the crew before they go mad. I haven't found anything about this problem so I hope someone knows the cause. If not i can always post everything needed to take a good look.
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I'm running into a problem, I have a station in kerbin orbit that the crew will suddenly stress out very quickly and when i switch to the craft all the 200D plus resources for life support will suddenly disappear. they then of course die. I can fix the issue with a quickload most of the time but this is a deadly issue if i start to have multiple missions on the board as i wont be able to quickload all the time to fix everything. Can i turn off a kerbalism option to fix this or has anyone else figured a fix for something like this?
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Very nice mod, its part of my must have mods for long playthroughs. You have saved me probably days worth of flying resupply station missions which i use this mod for. Thanks for keeping it up and all your hard work.
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I had an issue were every time I load a craft be it a plane or a rocket they would jump off the pad or wobble enough to fall over/break. With this mod I finally can stop that from happening. THANK YOU!!! I'm using sigma at 10x which i think is the culprit to my jumping but not sure, i do have kjr which doesn't help for the jump but does for the stiffness of the rockets.
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Thanks seems to be just the ticket for what I need.
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Not sure if this has been asked before but is there any mods except rss or the like that change engine power and fuel weights to work with a real size sigma build? I'm tired of all my engines either not having an ignition count and therefore breaking the realism of them or they glitch out since things are modified in size. I had a rocket that had an engine with -1 weight suffice it to say the rocket ... did not perform well.
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I hope with the introduction of console systems the game doesn't suffer. This game was made for pc's from the start and changing the pc version for a watered down console friendly version only hurts it tremendously. I say this now because most big gaming companies love to port over the game into every imaginable electronic they can. Never has this helped the game, only the cash it makes.
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Hey @ProtoJeb21 I recently ran your mod with sigma Dimensions and I think it has found some errors in the planet pack. Heres log files to show with and without sigma. https://www.dropbox.com/s/eejiffr09cs1tpl/with sigma KSP.log?dl=0 https://www.dropbox.com/s/t91tv9nplh0yv8x/without sigma KSP.log?dl=0
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Nice then that means your mod is even good as a diagnostics tool. Heres the log with and without sigma installed I'll contact @ProtoJeb21 and give him the same info. https://www.dropbox.com/s/eejiffr09cs1tpl/with sigma KSP.log?dl=0 https://www.dropbox.com/s/t91tv9nplh0yv8x/without sigma KSP.log?dl=0 I'm trying to find a planets pack that adds other solar systems and been testing some out any suggestions? Ones that work well with SD.
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I run into the same issue with nothing showing up after spending the money and waiting anywhere. I'll start going through my mods and finding the culprit since base game doesn't have this problem. Great mod btw it is definitely on my must have mods for ease of moving things around, once i figure out which mod I'll let you know.
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I love this mod, When I first downloaded it i was worried all the detail was going to be washed out when going 6x or so but not so. Recently I've made a career modlist with an unhealthy amount of mods in it. The problem is when i add Interstellar adventure revived with this one. To say the least i can't load up a new game to play anything, and on startup it gives multiple errors between the two. Here is a log file with only the two https://www.dropbox.com/s/v0md5dgu6uqb7g6/output_log.txt?dl=0 Is there anyway to make these two mods play nice together?
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Kerbal Construction Time/StageRecovery Dev Thread
garithmar replied to magico13's topic in KSP1 Mod Development
I know there is a mod to fly a mission for testing ie Krash, yet I find the older versions of KCT had a better integrated system for it. Any plans to bring this feature back? -
By what I have read yes that is allowed as long as your payload is stock. Also this looks fun, I'll get a few stock crafts put together.
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I'm getting the same error that happened some time ago in which the toolbar icon disappears a few seconds after loading the craft and the docking ports wont work with this mod. Here is my log https://www.dropbox.com/s/1iw3bl5m4ner3yn/KSP.log?dl=0
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I do love me some more science. If only they could change how science worked in game it seems a bit lacking for some reason. Great mod.
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I've noticed the hangers like to explode off of things when they aren't attached to the main nodes.
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modular rocket system has a part that is simple and non cheaty. Its just a docking port alignment plate you put behind them and it has a yellow and red light for indicating orientation, as well as green lights to show the docking port location easily. Mods aren't all bad