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Everything posted by Galileo
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
Can you send me your output log and a screenshot of the inside of your EVE folder? -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
Nope that is nothing like what is should look like. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
You didn't follow instructions. Only use the Kopernicus, MM and module flight integrator included in the download.- 7,371 replies
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
You probably didn't install the textures -
Ksp crashing on startup 1.3
Galileo replied to Darth C3P0's topic in KSP1 Technical Support (PC, modded installs)
Well, for starters, you are trying to run a bunch of mods on x32 bit. you are likely running out of memory. use the x64 bit version. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
that is a known bug with scatterer in 1.3. Scatterer is not updated for 1.3 and causes floating terrain tiles. Disable the ocean shaders -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
I looked at your output log and you are on 1.3, which is good, but you have Module Manager 2.7.6 in your gamedata, which is for 1.2.2, which is bad. Remove it, and see if the issues go away. Also, delete the MM cache before you start the game again. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
SVT works perfectly with 1.3 btw. I just havent updated the version file or thread -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
@EspenB89 please provide the required trouleshooting items: Output log screenshot of your GameData folder -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
Nothing will be broken really, unless you have a ton of bases on the surface of bodies. KSP changed the PQSMods library so the new terrain features I added last update were destroyed. I had to rewrite them all again, multiple times. So the terrain will be different once more, but closer to what is was prior to 1.2.3. we also decided to move ahead and delete the CareerSaver cfg from the download, so if you are playing a career that started pre- GPP 1.2, you will have to use the CareerSaver from the older versions. But any vessels in route some where or in orbit will be fine.- 7,371 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Galileo replied to Thomas P.'s topic in KSP1 Mod Releases
there isn't a solar panel issue. If you are using mods that change solar panels at all, like Kerbalism or amp year, things will not work. Or, you can try going into the kopernicus config folder and adjust the solar panel cfg to not use kopernicus solar panels. -
It may not happen with the stock system. It may be an conflict between hyperedit and kopernicus. The best way for you to replicate the issue is to install kopernicus and hyperedit to anywhere. Sometimes it does it, other times it does not, but most of the time it does. With how popular kopernicus and planet packs are, I'd say it's definitely worth looking into.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
@Norcalplanner it will be soon. Slowly but surely, dependencies are updating and we are updating as quickly as we can to catch up to the changes. Some guys are on hiatus and some are busy with RL so the going has been a little slower than usual, but it's getting done- 7,371 replies
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So, you made a kopernicus cfg, not a plugin. If you aren't including an actual plugin (.dll file) then you don't really need a source as your cfg is the source. Now, if you include a .dll from another mod or you make one yourself, you have to include a source. This to to ensure you aren't including a plugin that could harm someone's computer
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Ok cool, I'll look into it when I get a chance, but I'll be pretty busy for the next week or so
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does the update work with the new kopernicus solar panel stuff? Or is this just a 1.3 maintenance update?
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Does it cause the game to be unplayable at any point or does it break the mod in any way?
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[1.3.1][Kopernicus] KASE v0.3 [26June2016]
Galileo replied to KillAshley's topic in KSP1 Mod Development
I talked to nathenkell about this recently and you can actually put height maps and biome maps inside a PluginData folder. Only normal maps and color maps needs to be outside of the PluginData folder that way your load time isn't as bad -
Sounds like you downloaded Stock Size Real Solar System.
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
Galileo replied to Galileo's topic in KSP1 Mod Releases
Because the game recognizes Earth as kerbin due to kopernicus favoring displayName over cnNameLater. Not a bug.- 598 replies
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
If nothing is changing, then you have definitely not replaced the SVE sunflare. -
That is something that only happens with hyperedit. My guess is hyperedit is too fast, and the celestial bodies do not have time to fully load the planet. It doesn't break anything and a quick trip to the tracking station and back to the vessel fixes the issue, but it happens quite often and can sometimes destroy a vessel if you run into one of the not-so-fully-loaded sections of the body. It indeed has something to do with hyperedit though. It been like that since 1.2