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Everything posted by evileye.x
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I suspect it doesn't work properly with latest Kronometer (and it is needed to update - to make Kronometer work in 1.12.x KSP) Date is indicated as 362 December, for example... Does anyone know how to fix it?..
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It is really nice to see you are looking at KCT again! A suggestion, if I may... How about better handling for Kerbal Konstructs locations? I mean we have nice detailed facilities in JNSQ (and Kerbin Side for stock). But KCT doesn't really interact with them well. It does not respect opened/closed status for bases, etc. Would be so cool to have different building queues attached to different VABs (that may rollout only to their respective launchpads) and SPHs, as well as recoveries handled by different location (with optional hard recovery radius restrictions may be?...)
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
evileye.x replied to IgorZ's topic in KSP1 Mod Releases
I think it should be solved with -
Does anybody know how to change or disable "show radiation belts" hotkeys in Kerbalism? I cannot use stock maneuver editor because it's so less convenient than precise maneuver mod, where you use numpad hotkeys to change node quickly and, you know, precisely.
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[1.12.5] Restock - Revamping KSP's art (August 28)
evileye.x replied to Nertea's topic in KSP1 Mod Releases
I think it does not have gimbal?.... If someone (like me) plays with semi-realistic reaction wheels and persistent rotation, it matters a lot. -
AFAIR, Kerbalism have active magnetic shield part as well as directional radiation simulation. And there's integration with Kerbal Health?.. However I have not tried myself how it works.
- 1,033 replies
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- realism
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Factorio + Space Exploration + Krastorio 2
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[1.12.5] Restock - Revamping KSP's art (August 28)
evileye.x replied to Nertea's topic in KSP1 Mod Releases
I'm really sorry for offtop, but... First of all, there's HGR mod if you want just minimum. It's quite dated, but still supported and nice looking (if not to zoom super close...) And it's very strange reasoning not to use Tantares, because adding is hard, removing is easy -
First of all, this thread is pure heresy. Especially after stock KIS upgrade. Can you look in this brave little fella's eyes and say to him that he's overrated? Also, Kerbals on EVA give good sense of scale. Also, life support and career mods. With some mods, successful manned missions feel like achievements to be proud of. Also KIS/KAS mods. The thread is heresy, I tell you that much
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Had a huge amount of fun, testing my rough air-propeller drive catamaran with new Scatterer by @blackrack. Just look at those water and waves and light effects. Feels like Subnautica, maybe even better ! By the way, the black engine you can see on the boat is not for propulson, but to feed energy to Bathymetry experiment, which requires 6EC/s for a quite long time. It drains fuel much faster than prop motors - if not careful, you can end up drifting helplessly. Top speed depending on heading, because waves matter now is up to 15 m/s. The boat is quite nose heavy and sometime just plummets into the incoming wave. Fun. Need to develop faster boat - to shift center of mass and use "water" jets below float to pitch nose up a little bit.
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Hello everyone! Basically the topic. If I delete cfg for a part and no other config references model and|or texture, will KSP load it? I miserably failed to find a clear answer to this question on forum. I want to know, does 1) Module Manager -Part[notneededpart] improves load time / memory usage? 2) Changing notneededpart.cfg to notneededpart.cfg.disabled improves load time / memory usage? My gut feeling for now - "no" and "no" Will appreciate your answers, thank you in advance.
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@ensou04 , thank you for your amazing mod once again, it is so enjoyable. A question, is there's a way to add sound to resource converter, variable by converter load? Or at least vessel's speed? Grounded mod have several part that imitate liquid fuel engine providing electric charge to wheels.
- 777 replies
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- sound replacement
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
evileye.x replied to hemeac's topic in KSP1 Mod Releases
@Clamp-o-Tron I've made a list of complimentary contract packs for myself - what I think should provide most complete JNSQ career experience. Career Evolution https://forum.kerbalspaceprogram.com/index.php?/topic/162205-122-13-career-evolution-contract-pack/#comments GAP for JNSQ https://forum.kerbalspaceprogram.com/index.php?/topic/198338-181-110x-contract-pack-gap-for-jnsq-missionpack-with-milestones-airline-and-rescue-missions/ CommNet Relays https://forum.kerbalspaceprogram.com/index.php?/topic/116789-13-14-15-16-17-18-contract-pack-commnet-relays-210-2019-jan-13/ Tourism Plus https://forum.kerbalspaceprogram.com/index.php?/topic/102372-14x-contract-pack-tourism-plus-v152-2016-12-14/ Field Research https://forum.kerbalspaceprogram.com/index.php?/topic/111573-1101-contract-pack-field-research-v122-2020-09-20/ Anomaly Surveyor https://forum.kerbalspaceprogram.com/index.php?/topic/98666-14x-contract-pack-anomaly-surveyor-v171-2018-03-30/ I've not added all of them yet in my game, but seems those should cover all aspects of space program without much crossing over. Also, If we're talking about enhancing KSP career experience: For me, major game changer for career playthrough was Bureaucracy. It makes career so much more enjoyable and possible to play without a single launch revert or any "simulations". I use all those mods overhaul whole career mode: gameplay - career Bureaucracy gameplay - career CrewRandR gameplay - career Earn Your Stripes gameplay - career Kerbal Construction Time gameplay - career KerbalKonstructs gameplay - career Memorial Wall gameplay - career NIMBY gameplay - career Omega's Stockalike Structures gameplay - career Space Age gameplay - career Strategia Settings are 50% everything (science, rep, etc.) and 150% fines for failures. And I have to say, Kiwi TT + Kerbalism made early career so much more enjoyable. Several months in the game time and I'm still developing sounding rockets, trucks, subsonic planes, boats and stationary seismic measuring units to grab science required to do better sounding rocket with probe landing and RCS together with SAS upgrade for probe cores - to do first orbit. P.S. Merry Christmas to ya all! -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
evileye.x replied to hemeac's topic in KSP1 Mod Releases
@hemeac, I have noticed "Explore Custom Contracts (possibly JNSQ scale?)" in the poll. May I suggest not to develop contracts from ground up, but rather adopt For what I've tried, IMHO it is the best career progression pack. -
Patch for Rocket Sound Enhancement to add M2 wheel sounds to all Grounded wheels. Not only electric motor sounds, but also screeching , etc. RSE is amazing KSP sound overhaul, highly recommended.
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Patch to add M2 wheel sounds to all Grounded wheels
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@TaxiService, great mod , thank you for your efforts! I never looked close for this mod development, because I'm o'k with having just 1 commnet channel . But turns out, your mod have unique feature (itself it deserves to be a separate mod, by the way) that I need. It is groundstations level/range management with nice map indicators. Great job! I play JNSQ career with Kerbal Konstructs <- unfortunately its seem like KK doesn't handle commnet ranges and opened/closed states properly. Idea is to have diverse ranges and opened/closed groundstation with a help of your mod. I have a question though - can I put more than 3 levels of groundstations upgrades in configs?
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Just yesterday tried with latest Kerbalism (KSP 1.10.1) - everything worked as intended. Test stack separator suborbital 150 000 - 160 000 meters by staging.
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Maybe it depend on config used? Some effects may cause incompatibility. As for other visual mods - I use all of them (at least in my main 1.10.1 game). JNSQ, Scatterer (latest with ocean waves and godrays), Planetshine, Distant Object Enhancement, EVE Redux
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- beautify
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How much RAM for 10.6x scale?
evileye.x replied to Nitrous Oxide's topic in KSP1 Technical Support (PC, modded installs)
It's not really about scale. It's about textures. JNSQ (2.5x) uses more RAM than stock 6.4x with more part mods. 6.4x I played without much trouble with 16Gb. For JNSQ I upgraded to 24Gb. Memory usage around 12-13-14Gb RAM and 6-7-8Gb VRAM (GTX1070). Not sure swap is going to help at all...- 1 reply
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