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You are right, it is there. I must have missed it the first time I installed it. Thanks!
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Hi @cakepie! Many thanks for your mods, I´m having a blast! Just to let you know - and I'm not sure if it was intentional - but in your latest release (v0.0.4) you didn't include the Harmony library. I copied it from the previous version and it works.
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Hi all, I tried to google this but nothing came up! So, I´m using Galileo´s Planet pack and I´m struggling to find out how to compensate for the launch complex not being in the equator. I have no problem matching the orbital plane with Ceti during ascent, but I can´t figure out how to do the same with Iota! And it is driving me mad... so much delta-v lost to changing the orbital plane after circularization! I reckon is the same issue as launching from KSC in RSS so... anybody care to explain how to launch to a 0º inclination orbit from a non-equatorial launch pad to this poor soul? Thanks a lot
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
scdr91 replied to Galileo's topic in KSP1 Mod Releases
ETA for that beautiful thing?- 7,371 replies
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Keeping navball on in map mode
scdr91 replied to scdr91's topic in KSP1 Technical Support (PC, unmodded installs)
I swear I used the search bar here... nothing showed up. Sorry man, I understand it must bother you answering the same thing over and over again. -
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
scdr91 replied to sDaZe's topic in KSP1 Mod Development
Thank you so much @Galileo for keeping this updated and refining every detail with each release. It is so much appreciated!- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
scdr91 replied to sDaZe's topic in KSP1 Mod Development
Make sure to follow the steps on the second post of this thread- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
scdr91 replied to sDaZe's topic in KSP1 Mod Development
I'm no expert but I think you've missed the RSS-Textures folder.- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
scdr91 replied to sDaZe's topic in KSP1 Mod Development
Did you guys solved the 24 hours time display? I just realised my save still uses a 24 hour clock. Those terrains look awesome! Do they have an impact on performance?- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
scdr91 replied to sDaZe's topic in KSP1 Mod Development
Hi! First of all I want to congratulate @Berlin and @sDaZe for your amazing work and dedication to this mod. I love it and I wouldn't change almost anything in it. Almost. The only thing that concerns me is the recent change on the Moon orbit to the stock Mün altitude. Seeing that super Moon from Earth surface creates a feeling of irreality. I haven't seen you post the reason to change it. I think that it is a good decision to change the distance between planetary systems to match stock distances. But I also think that you shouldn't do be the same within each planetary system and that you should respect the proportions between the planets, their moons and their orbits. Even if I disagree with that change I want to iterate my love for this mod and my appreciation of your hard work- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
scdr91 replied to sDaZe's topic in KSP1 Mod Development
Making an Earth-day exactly 6 hours may be the only reason I can see to modify the actual settings. I don't know if modifying the rotacional period would need to resize everything, but I think that resizing the whole system just to match the exact same size of Kerbin is pointless.- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
scdr91 replied to sDaZe's topic in KSP1 Mod Development
Reinstalling FAR manually seems to have solved the issue. I still think that re-entry effects trigger quite late, when much of the heating has happened (and some RCS thrusters have alredy exploded). But it doesn't seem to have any relation with this mod so... so far so good- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
scdr91 replied to sDaZe's topic in KSP1 Mod Development
Probably caused by FAR. But, in any case, without FAR, I've gotten re-entry effects from 150km orbit and 40km apo at 25k height, which is fairly later than stock, I don't know but it feels like it's harder to trigger the re-entry effects. I'm gonna try different re-entry profiles to ensure I'm getting the right re-entry effects- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
scdr91 replied to sDaZe's topic in KSP1 Mod Development
I'm not getting re-entry effects on any aircraft, and I haven't seen anybody mention that... Am I the only one?- 2,401 replies
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