TotallyNotSatan
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Everything posted by TotallyNotSatan
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Are there any Kopernicus planet packs where all planets are livable(such as Kerbin or Laythe)?
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I found a very big issue. When I hyperedit a ship to orbit(tested at 100k and 1M circular orbits), then go on EVA and timewarp(10x timewarp, not the slow atmo ones), I begin flying away from the ship. At orbital speed. We're in the same orbit still, just I go through it much faster. On the map, the ship shows as Landed, but it's still moving in orbit.
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Alien Space Programs - Dev Thread
TotallyNotSatan replied to Whirligig Girl's topic in KSP1 Mod Development
Note: Much harder for manned spaceflight(you start with only solid boosters, and parachutes don't really help) but easier for unmanned(~2km/s for orbit? Count me in!)- 170 replies
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- ksc on laythe
- ksc on duna
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(and 1 more)
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Feed: https://twitter.com/KSP_SpaceAgency Welcome, one and all, to the KSPSA! The Kerbal Space Program Space Agency(the name is redundant in case one word explodes or breaks off) plans to launch satellites, deflect asteroids and generally blow stuff up. Mission reports and general state of affair news will go here.
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What is the first date ingame in which I will be able to do a Dres-Jool-Eeloo flyby tour? If there is no such possible date, when can I do it with minimal finetuning(250 m/s or less?) Finally, how can I figure this out myself?
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[COLOR=#000000][FONT=sans-serif]It's completely stock. I downloaded 1.0.5(Mac) from GOG, opened it up, started the game, but the game refuses to load. The loading screen shows up, but the bar doesn't move(the pictures do, however.) Deleting and redownloading doesn't work. Tried installing from Chrome and Safari, no luck on either. Any fixes? [/FONT][/COLOR]
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[1.2] Real Solar System v12.0 Dec 8
TotallyNotSatan replied to NathanKell's topic in KSP1 Mod Releases
That's what I was missing! What folder should I put it in? Cause when I put it in the RealSolarSystem folder, this happens: http://imgur.com/xJCGvug -
[1.2] Real Solar System v12.0 Dec 8
TotallyNotSatan replied to NathanKell's topic in KSP1 Mod Releases
Those are all that's in the RealSolarSystem folder. No RSS-Textures folder. Should I make a folder named RSS-Textures? -
[1.2] Real Solar System v12.0 Dec 8
TotallyNotSatan replied to NathanKell's topic in KSP1 Mod Releases
There is a Compatibility folder and a Plugins folder, plus a few files ending in .dll, .version, and .cfg. -
[1.2] Real Solar System v12.0 Dec 8
TotallyNotSatan replied to NathanKell's topic in KSP1 Mod Releases
Thanks, but CKAN crashes my computer for some reason. Where would I put the texture .zip/folder and which one(I'm using 2048-bit texture on a Mac, if that helps.) I really want to play with this mod; it seems amazing! -
[1.2] Real Solar System v12.0 Dec 8
TotallyNotSatan replied to NathanKell's topic in KSP1 Mod Releases
I'm confused. Where do I put the texture folder/.zip, and which do I use (folder or .zip)? -
[WIP][1.3] PersistentThrust v1.0.9
TotallyNotSatan replied to mrsolarsail's topic in KSP1 Mod Development
I am now very confused. I uninstalled the mod and sent a ship into solar orbit. I then reinstalled the mods(SolarSail and PersistentThrust + ModuleManager) and now it doesn't work differently than normal. The Dawn engines turn on but they don't thrust(and consume no fuel.) MechJeb shows a delta-v of 0 now. Electricity on my ship randomly set itself to 0(but it's recharging). And no Navigator GUI appears. I'm perfuzzled. -
[WIP][1.3] PersistentThrust v1.0.9
TotallyNotSatan replied to mrsolarsail's topic in KSP1 Mod Development
I do not have ModuleManager. And for some reason, this issue started when I downloaded SolarSailNavigator but persists even after I uninstall it. I'm very confused. EDIT: Decoupling works fine on a new save. I'm just gonna delete that old save and try downloading it again. -
[WIP][1.3] PersistentThrust v1.0.9
TotallyNotSatan replied to mrsolarsail's topic in KSP1 Mod Development
So I downloaded the mod. Now whenever I try to decouple a stage my game crashes. -
[WIP][1.3] PersistentThrust v1.0.9
TotallyNotSatan replied to mrsolarsail's topic in KSP1 Mod Development
Navigator GUI? Also, the ion engines are producing stock thrust, not 2.5 mN or whatever it's supposed to be with this mod, leading me to believe this mod isn't working at all for me. Hmm. -
[WIP][1.3] PersistentThrust v1.0.9
TotallyNotSatan replied to mrsolarsail's topic in KSP1 Mod Development
I'm using the "Dawn" ion engine. The stock one. I do, however, have non-stock parts on my ship(and non-stock ion engines available in the VAB); could that have anything to do with it? -
[WIP][1.3] PersistentThrust v1.0.9
TotallyNotSatan replied to mrsolarsail's topic in KSP1 Mod Development
For some reason, this mod isn't working at all for me(I'm trying to use ion engines.) Any idea why? Using KSP v1.0.4 and PersistentThrust v1.0.3. Using MechJeb, Nuclear Pulse Mod(Orion), HyperEdit(warning: made for v1.0.2), and RLA Stockalike. Ship I'm trying to use it on has stock, MechJeb, and RLA Stockalike parts.