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KSP2 Release Notes
Posts posted by MarcAlain
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Is there a mod with working fairings for 1.12.2? I gave both procedural fairings and KW a try. Procedural doesn't work at all, and I can't even get KW parts to show up in 1.12.2, even after editing the version file.
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I've experienced a kraken style event on a space station around Kerbin. I can prevent it from happening by un-installing KJR. No other mod removals seem to impact this issue.
This is a very long term sandbox save, with hundreds of missions and many landings, bases, and stations around the Kerbol System.
What I don't understand is why I've never had this issue before.
Is anyone else having any KJR next related issues?
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I'm having an issue where upon installation of Extraplanetary Launchpads for 1.4.5, it is placing all pods that are compatible with ELP into the ELP tab in the VAB/SPH.
What would be causing that and how can I fix it?
A few files I believe are related:
ModuleManage Config Cache file:
https://drive.google.com/open?id=1V2FoItLAFJ7RxWPaSv1Ho4XpZ21Ar-XE
EL_MM.cfg:
https://drive.google.com/open?id=16fVvpjQHqSYR3oAj3eIggQ29HhzhZWlv
Thanks for any assistance!
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I'm using EPL 6.2.2. After installation, any parts used as a workshop by EPL now only show in the EPL tab in the VAB.
How do I fix this?
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Has anyone had issues with the heatshields, in particular for 1.4.5.? Mine cause capsules to flip when re-entering the atmosphere. I don't have issues with stock or various heatshields from other mods.
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I'm using KSP 1.4.5, with Tidal Steam branch of Proc Parts, updated to 1.3.18.
My issue: Proc Part heatshields cause capsules to flip like crazy in atmosphere. Stock shields don't do this.
Suggestions?
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Would you ever consider making a pod for 5m?
Would you accept any commission work for parts that everyone could enjoy? I'd seriously pay for some custom parts...
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Personally I'd love it if I could sponsor the creation of some larger pods... haha
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You are amazing Nertea. I'm so glad to have used your parts for years now!
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5 hours ago, eberkain said:
Mine works fine.
I've been away too long, I forgot that part had the other attachment node. Excuse my lunacy!
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4 hours ago, Kerbas_ad_astra said:
It's supposed to go on the other way, I think...
Yeah, especially with the upcoming localization patch -- it would be much easier to just mush all the changes into the files and be done with it, rather than dancing around the perimeter. OrionKermin's not logged on here or on Curse since October 2015, but I'll drop him a PM here and there on the off-chance he turned on email notifications.
Indeed it is, but when you connect it the proper way it forms the cone the wrong way now.
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I believe that the Radish decoupler has not been fixed:
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What's the ideal setup for an orbital space station using MKS parts, in terms of build time and low material/specialized part usage? I'm doing a game where I have an orbital spaceyard and I build massive ships in LKO for greater colonization of the system.
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8 hours ago, goldenpsp said:
It helps to peruse through threads. About 10 posts back is your answer. MKS hides the EPL parts as it has MKS analogs for them. MKS doesn't have a recycling bin but it has the capability for an engineer to disassemble individual parts off a ship which recycles it, and demolition charges which will recycle multiple parts or an entire craft.
Well aware, been using this mod for awhile. If I remove the "hiding" off those parts though, can I get the EPL chain back, and still use MKS parts?
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2 hours ago, goldenpsp said:
Then don't use it. Overall the parts needed to make the materials for EL are the same parts you would use for other aspects of an MKS base anyhow. But yes better discussed in the MKS thread.
It's more about the logistics chain to turn mined material into parts usable for building things. in EPL, it's ore > metal > rocket parts > finished product.
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2 minutes ago, DStaal said:
Yeap. The USI system makes sense, but it is a bit more complicated. (It was partly developed in conjunction with OSE Workshops, which noticed that the base EL setup has a rather severe exploit available.)
Pretty annoying, considering how this limits the construction of larger stations and bases. I like mods that reduce the part count needed, not increase it
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I've not played KSP in 4-5 months.
Did things change so that if you have USI installed, it uses their production system?
Therefore, increasing the part count needed 2-3 times over to produce parts to build ships?
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Any chance of tweakscale support being added?
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Oh! Yes, they actually have that capability now if you install FTP with it.
Badass, I never used this mod but will download it as soon as I hit submit
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I'm not sure what you mean. CCC has a color scheme that it uses currently.
Right, and they're basically just polished stock. However, I'd personally love it if they shared the ability to switch colors like the ranks from FTP do. You know, the ability to make the stock tanks change to white, black, blue, orange, red, etc.
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And also 7-man crew is quite unbalanced for the game
That's a really bad opinion. I can't fathom why you'd say that. I'd love it if someone made larger pods than this even.
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Any chance of getting the modular fuel tank colors added to stock tanks?
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Why does everything look washed out when I use this? I feel like other's screenshots aren't so washed out. I've tried playing with the settings but it doesn't seem to really solve the issue properly.
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I have a strange bug to report.
There's the situation:
I. Tweakscale is used to scale down the 2.5m x200 48 and 96 tanks to 1.25m
II. The X200 48 weighs more even without fuel in it than the 96 does. The 48 weighs 3.2 tons, basically it's 2.5 meter mass instead of being half that of the 96, which weighs 1 ton tweaked down.
EDIT: Been playing with it some, and the tweakscale masses get so bizzare. Sometimes I tweak it down, and it says it weighs anywhere from .5 to .7 tons empty, then sometimes it is suddenly 3.2 tons.
EDIT 2: Apparently I was using an out of date version of this mod. Seems fixed with the newest version.
Working Fairing Mod for 1.12.2?
in KSP1 Mods Discussions
Posted · Edited by MarcAlain
I'm assuming you allowed ckan to install mods for 1.11, then installed it? I'll give that a try.
EDIT: I don't get it. I previously put the files exactly where ckan has put them, but it works now.