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Everything posted by strozyk85
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
strozyk85 replied to SpinkAkron's topic in KSP1 Mod Releases
Thanks for the tip. Anything else is missing after Restock update? -
[1.8.1] Hangar Grid: Zero deviation [v0.4.0.181] (2019 Nov, 18)
strozyk85 replied to Ser's topic in KSP1 Mod Releases
Unfortunately the mod doesn't work with 1.8 anymore. Any chances for an update? Keep up the good work! -
[1.3.x] SETI, Unmanned before Manned [Patreon]
strozyk85 replied to Yemo's topic in KSP1 Mod Releases
I don't have patience for waiting so I've started reconfiguring original KSP files to build my own "Unmanned before Manned" tech tree and it works well. The problem is, that if a new update comes, my work will vanish, because the files will be overwritten. If I knew how to write proper code, I would have written a similar mod, and call it e.g. "Unmanned Beginning" but unfortunately I don't know how to do it. I hope that the developers willi mplement a new tech tree in the next update which will force unmanned career beginning, nerf reaction wheels, etc.- 2,515 replies
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- unmanned before manned
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@theonegalen I hope you did well on your final exam and you've already got your Bachelor's degree. I have a question for you: Have you ever thought about adding a config file for Tantares and Tantares LV mods? They are quite well made. Here's the link: https://forum.kerbalspaceprogram.com/index.php?/topic/73686-14x-tantares-stockalike-soyuz-and-mir-9001062018vostok-upper-stage/ Regards
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Congratulations on your astonishing mod @CobaltWolf Keep up the good work man! I have a question: is there a way to move some BDB parts inside the tech tree? I'm currently using Unmanned Before Manned and Unmanned Before Manned Challenge and I would like to modify my tech tree in order to match my idea of a perfect Space Agency Campaign? (I'm using community tech tree)
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@MorseI can translate it into Polish.
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@linuxgurugamer The problem seems to disappear when I start the game without -force-d3d11 startup parameter. Here you have the rest of the files. output_log (64bit).txt output_log.txt RVR_1_0-001.craft Regards!
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@linuxgurugamer here you are! og file: https://drive.google.com/open?id=1OtcxhDQkk6uDyrGcaAvkBpB5tRkR1GEw Thanks for your time and really awesome job you do!
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Dear @linuxgurugamer I have a little problem with this mod. The 'image' is being shown 'outside the camera window. I've tried everything and I don't know what is wrong. Are there any other mods needed for it to work? Or is it conflict with another modification? Thanks for your answer!
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
strozyk85 replied to Galileo's topic in KSP1 Mod Releases
Anybody knows why is this happening to me? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
strozyk85 replied to Ven's topic in KSP1 Mod Development
Great mod! Beautiful textures. But in version 1.3 I have a problem with solar panels which apparently don't turn towards the sun. I mean sometimes they do and sometimes they don't which results in lack of electricity in a vessel. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
strozyk85 replied to Ven's topic in KSP1 Mod Development
@Starslinger999 It's working on 1.3 for me! btw. @Ven great mod! -
[Most 1.12.x] Near Future Technologies (August 26)
strozyk85 replied to Nertea's topic in KSP1 Mod Releases
@Nertea Great mod! Thank you! -
@Z-Key Aerospace thank you for your mod! The same as: @Wyzard @dezgard In version 1.3 I'm experiencing stutters every few seconds while the x-science windows are open. I've also tested this on clear instal with just x-science installed and it still happens. In 1.2.2 I didn't have this problem. edit: I've turned off 'debris check' and it didn't help. When the x-science UI is closed, everything is ok but when it's opened I get stuttering every 5-10 seconds.
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
strozyk85 replied to blizzy78's topic in KSP1 Mod Releases
I have a problem with precise node. When I create a node for example to encounter a vessel with the Mun, there is no 'focus on the target' button in the Precise Node window. This worked in the past but in this version I do not have this -
very nice mod! congrats!
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
strozyk85 replied to blizzy78's topic in KSP1 Mod Releases
working on 1.1.3 -
1st question: Guys do you know how to increase the camera's FOV (field of view)? Tried to modify the config file of the camera by adding: cameraFoVMax = 140 cameraFoVMin = 120 and it doesn't work. Is there another way to do this? 2nd question: is there possibility to add "grain effect" or distortion to the camera? This was used in a different mod "HullCameraVDS.V0.52" but it isn't updated anymore.
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MechJeb2 - landing autopilot problem!
strozyk85 replied to strozyk85's topic in KSP1 Mods Discussions
I've just posted a new issue on github. We'll see whether they can do something about it. Thx for help guys. The topic can be closed.- 14 replies
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MechJeb2 - landing autopilot problem!
strozyk85 replied to strozyk85's topic in KSP1 Mods Discussions
Already tried that... doesnt work- 14 replies
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MechJeb2 - landing autopilot problem!
strozyk85 replied to strozyk85's topic in KSP1 Mods Discussions
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Hello Sarbian,
After "MechJeb2-2.5.6.0-575" landing guidance changes, the vessel doesn't land correctly. Before 575 build it was all ok and after 575 the vessel has problems with landing. I think it's something connected to thrust.
The problem is that when the vessel is close to the ground and the MechJeb starts do deccelerate, the thrust is going crazy by going maxium and after that going minimum and then maximum again. In previous builds when you were landing using MechJeb, the thrust of the engine was going smoothly until 0 and then the vessel gently touched the ground. Now MechJeb has some problems with landing safely and sometimes it even stops 5 meters above the ground and stays like that until the vessel fuel runs out.Regards,
Damian