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Everything posted by avalancha
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Hi, as the title says, I have the following problem: https://imgur.com/a/DbWVP0R I am playing on Science mode and it worked before. It worked on my Minmus landing and even here on Duna. But then I crashed during launch, loaded an older save, and now it doesn't work anymore. What have I tried? Loaded a different save, from earlier when it still worked Clicked on the hatch and tried to EVA that way Restarted the game Changed the scene to KSC, Tracking Station etc. and back to the ship So far nothing worked. Is this a bug or am I doing something wrong gameplay-wise? Is there some kind of console command or config setting which says: evaAllowed = true or something, that I can go flip now, retroactively? I'm still not 100% sure whether I'm doing anything wrong or whether this is a technical issue. Please feel free to move the thread out of "Gameplay" if adequate. Any help deeply appreciated. Really don't want to start the campaign over again. -------------- My setup: KSP 1.8.1.2694 (Windows 64x) en-US, 1.8.1 Making History, 1.3.1 Breaking Ground. Mods: https://gist.github.com/avalanchas/09b5d37afa3b472a5def35126c356c62 Also note: I have "Enable Kerbal Experience" and "Kerbals level up immediately" enabled
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
avalancha replied to Thomas P.'s topic in KSP1 Mod Releases
No, it will work fine as long as you don't install too many visual overhauls (a lot of which have RO configs). My low end pc has always handled planet packs fine. If you have more detailed questions it might be more helpful to ask in the specific planet pack / overhaul thread instead of here Also, it will be some time until everybody has caught up, why not start with a 1.7 save an have some fun right now -
[1.9.x, 1.10.x, 1.11.x, 1.12.x] RetroFuture Modernized
avalancha replied to linuxgurugamer's topic in KSP1 Mod Releases
Just a quick hint, you could update the big black text in the OP here in the thread, it still advertises 1.6 and 1.7 compatibility only -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
avalancha replied to nightingale's topic in KSP1 Mod Releases
Could you start another new career save in parallel and test that again? Maybe the problem comes from installing after the contracts were already active? -
Wow that sounds great! It could be interpreted as a little bit "cheaty" right, because for instance a thermometer needs to be collected before it can run again, and the crew report now doesn't? I guess you err more on the side of "gameplay fun" instead of "stock-ness" in that sense, right? I think I agree with that, will install tonight after work
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
avalancha replied to DMagic's topic in KSP1 Mod Releases
Hi @DMagic, I really appreciate your work, could you please let me know where I can send you a couple of bucks? I didn't find you on Patreon, you don't have a donate button in your mod threads and I didn't find the word "donate" in your topics via the forum search -
Weird, I don't have that with most current beta on 1.8.1 what other graphics mods are you using? Maybe your eve or scatterer config are off? Planetshine also recently updated, do you have the newest version? You could uninstall one by one to find the culprit
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Nope, works for me using the newest github version. Maybe you have conflicting mods that do something to the GUI, or that rebind the alt+3 to themselves?
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
avalancha replied to SpinkAkron's topic in KSP1 Mod Releases
@RoboRay Agreed, well said. Let me just add that I was not necessarily advocating for diameter progression, but simply for difficulty progression. The Pollux is just mega-OP at the point I was at -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
avalancha replied to SpinkAkron's topic in KSP1 Mod Releases
Hello @SpinkAkron, I'd like to make a suggestion for the tech tree. In my current playthrough, I was a bit surprised to suddenly get the new "Pollux", which is an 1,875m solid booster from the... Making History I think... DLC. It sits in "Heavy Rocketry", together with the thumper, which is a bit out of place I think It looked really funny when I was recently struggling to get a craft off the ground and thought "hey, let's slap two SRBs on", and the first one I clicked suddenly occupiued the whole screen and was bigger than the rest of my craft I think letting players struggle with 1.25 a bit is really important, and as such the Pollux comes too early, it's like cheating at that moment, because it can get anything off the ground and almost into orbit by itself at that point -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
avalancha replied to TriggerAu's topic in KSP1 Mod Releases
Just out of curiosity: what do you mean by that? Rush, because the version is so good? Or because it came out so soon after 1.8.0? Many thanks for the update anyhow -
I thought KS3P already had a low performance footprint already? <- This emoji looks grumpier then I intended the question. Just being curious
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
avalancha replied to SpinkAkron's topic in KSP1 Mod Releases
It works well together (at least in 1.7.3, I haven't installed that mod yet since I'm kind of a noob and listen to what CKAN tells me) and you can get a cool hint on how to avoid the "Tier levels", which UnkerballedStart adds, being hidden here: -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
avalancha replied to SpinkAkron's topic in KSP1 Mod Releases
Quick notice to let you know everything's working on 1.8 thanks! -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
avalancha replied to SpinkAkron's topic in KSP1 Mod Releases
Uhh.. hooray! But... how is this possible if CTT is not 1.8 compatible yet? -
[1.9.x] EvaFuel Continued. No more infinite EVA Fuel!
avalancha replied to linuxgurugamer's topic in KSP1 Mod Releases
Hm, isn't this set to 1 for gameplay reasons, i.e. more dramatic rescue maybe? I guess @linuxgurugamer will have to decide (pinging cause he mentioned previously it's ok in this thread for changes) -
Wow... what? This mod is huge. I came back for the first time since 1.5 recently, and this is the first visual mod I was checking back with. Let me give you a small thought to consider if I may: this mod is not a "gameplay" mod, it's not one with which users "interact" a lot, either it looks nice or it doesn't. Having over 30 pages of replies in a mod thread is huge by itself I think, but given that thought, it's even huge-er. Speaking for myself, I'd love to contribute something, but I think it's limited to testing if the mod works or doesn't after an update (which I will happily test again soon). So yeah, big thanks to you and Clusta
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Oh, cool, my apologies, the mod description there links to the old thread and also the name there does not include the "relit" so I assumed it was the old version. Many thanks
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Many thanks for taking this over. Will this come to CKAN at some time?