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Everything posted by Galileo
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[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
Galileo replied to Galileo's topic in KSP1 Mod Releases
This is something that has been around for a long time now with scaled systems. Unfortunately, there isn’t anything I can do, and I always tell people to disable rescue missions with contract configurator. There isn’t a parameter I can change to raise the altitude.- 310 replies
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- dimensions
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Probably USI life support
- 51 replies
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- scott manley
- galileo
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We don’t use stock and just hyperedit though. That’s probably part of the issue. The new issue of hyperedit not placing you at the coordinates you defined in the ship lander window isn’t exactly new either. I have had that since 1.3 or before as well. Typically happens after a lot of use and teleporting from one bodies surface to another, skipping going to orbit. I just figured my unusual use of hyperedit was to blame for the issue so again, I’m wasn’t going to inundate you with bug reports that are likely my fault. I don’t know why other users of hyperedit haven’t reported things like this until now, but perhaps I should be more proactive with bug reports. But testing will also have to be done with planet packs installed if you want to see what we are talking about. And just to clarify, I’m not frustrated, like I said, I have my ways of circumventing the issues, and maybe many other do as well, and thats why you don’t get many bug reports. But since I noticed someone bring up some thing I have seen happen myself, I figured I’d confirm the issues as well.
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It’s the exact same issue, I just don’t ever bring insignificant issues that I can circumvent to other mod devs. I just wanted to confirm the latest reports. I have used hyperedit probably more than most people on the forums thanks to the mods that I maintain and have been experiencing exploding crafts when the altitude is set to 0m, which is the default hyperedit is set to. Now out of habit, I set it to 150m to avoid the problem. Sometimes, the altitude needs to be more than that, but 150m seems to be ok in most situations. It’s something I have had to deal with for a long while now. I don’t care and it doesn’t bother me, like I said, I’m just confirm the reports and just stating it’s not a new issue. It may work in the stock system, I only run kopernicus and my planet packs. This may be why you don’t see the issues, if you don’t test hyperedit with planet packs. I’m sure all other planet pack creators can confirm the issue has been around for a while. @Gameslinx @StarCrusher96 Is it just me?
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Galileo replied to StarCrusher96's topic in KSP1 Mod Releases
There are new threads that are saying Trajectories isn’t very accurate to begin with, but if you want the stock atmos back, you can delete the atmosphere nodes from the stock body cfgs. I would do it with MM in case you want to go back to KSS’s parameters- 4,170 replies
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Custom made star receiving sunlight from Kerbol
Galileo replied to WolfyDoo's topic in KSP1 Mod Development
You need to add an intensity curve for the stock sun. Also, you will need to make an intensity curve for your star so that the stock sun doesn’t receive light from it -
Try this cfg out. Just drop it in your gamedata with whatever visual pack you prefer. It removes all of the volumetric clouds, greatly improving the performance. https://www.dropbox.com/s/hilss93rvcjakib/EVE_2D.cfg?dl=0
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Galileo replied to StarCrusher96's topic in KSP1 Mod Releases
It’s there on github. You have to download the source code (zip) as far as I know.- 4,170 replies
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You might just be the hero we need.
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Galileo replied to StarCrusher96's topic in KSP1 Mod Releases
Roster manager. It’s configurab too. You can decide how long the live and how old they are to begin with.- 4,170 replies
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UPDATE v1.0.8.3 Fixed typo in the code - Thanks @Fwiffo Updated the assembly version Download in the OP To answer your other questions: about the left and right panning, I noticed it, but the effect didn't make a whole lot of difference to me. I just replaced it with a mono sound. As for why I used new sounds, I really wanted to make the sounds better, It wasn't about licensing at all. I noticed a few of the loops were relatively short, resulting in noticeable repetition. Some of my loops are short, but they don't make themselves as noticeable. The one that i hear the most is the metal stress groan that happens when pulling a lot of G's. I tried to keep some of them pretty long, but i didn't want to bloat the dl. Also in regards to your exe for the assembly version, heck yes. That would come in handy for sure for a few of my mods.
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UPDATE v1.0.6 Fixed the TypeLoadException Updated the assembly version download in the OP
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Galileo replied to StarCrusher96's topic in KSP1 Mod Releases
Kerbalism doesn’t work correctly with multiple stars, and I see that being an issue with KSS. We had to drop support for it in GPP, and we only have 2 stars. Eventually, when(if) the dev decides to come back, I’m sure multiple stars will be supported, but currently it’s very limiting basically, because kerbalism uses its own solar panel system, panels only work around the Star with the name “Sun”, not sun templates.- 4,170 replies
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Galileo replied to Nereid's topic in KSP1 Mod Releases
No. I play at 2.5 and 6.4 scale and have no issues. Make sure you have it installed correctly. You should have an Nereid folder in your GameData. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Galileo replied to Nereid's topic in KSP1 Mod Releases
Works perfectly for me -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
It’s definitely KK. You have to disable the comm stations in the KK settings, not the extra comm stations. Then reinstall KK.- 7,371 replies
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- gpp
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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
Well, once you have that save created, you can place your other saves back and all is good. We may have a better solution in the near future as the renamer plugin is being worked on. This is what I just got back from the KK dev: https://forum.kerbalspaceprogram.com/index.php?/topic/151818-131-kerbal-konstructs-131-07102017/&do=findComment&comment=3198795- 7,371 replies
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Well you joined the forums May 5 2012, so did you make an account before you bought the game?
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- kerbal space program
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Galileo replied to Ger_space's topic in KSP1 Mod Releases
OK great! Sorry if it had been covered already. I tried looking through the last several pages and probably skimmed right over it. Thanks again! -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
GPP renames the starting 4 vets. No more Jeb Bob Bill or Val. They should be the names of the 4 main developers of GPP. You must remove all save files and start a new game for the names to be correct sometimes. It’s a small bug with the renamer. If you start a game with another persistent file in your save folder that has Jeb Bill Val and Bob, then the renamer wigs out and gives you random names. As for the issues with comma, it’s caused by Kerbal Konstructs. You have to disable the ground stations in the difficulty settings menu and possibly reinstall the KK. I just reported this issue to the KK dev. Unless your problem is something different, then that should fix it.- 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
Those issues you bring up are known scatterer issues. Happens to everybody regardless of you AA settings or how powerful your rig is. Of course yo don’t see it in stock because stock does not have scatterer... -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Galileo replied to Ger_space's topic in KSP1 Mod Releases
Kerbal konstructs is just a tool to add buildings and other static objects, there are other mods that add more, but are developed for the stock game. I have yet to see a KK mod made for RSS, so you will likely have to make your own.