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Everything posted by eberkain

  1. Sadly steam does not agree and would not give me a refund based on this line of reasoning.
  2. Typically when you recreate something complex like a physics simulation, you would identify the biggest issues with the current system and build the new system in a way that resolves those issues.
  3. with wobbly rockets, overcorrecting stabilization, even that jerk when you transition from surface to orbit frame reference. Pretty sure its the same engine with a new paintjob.
  4. I did manage this, but I think that will be it until there is a 0.2 version.
  5. I played for a few hours and every couple minutes I encountered a new bug that I had not seen before. It was honestly quite impressive. reddit post for context.
  6. I've started to play RO again, any plans to tackle the conflict with citylights from eve?
  7. I don't think there really are any anymore, but I did just discover SunkWorks the other day and that kerbal diving suit is just amazing. I think Buffalo and Feline Utility Rovers both have some water engines and you can make some subs with them. And there is always RoverDudes sub pack, which I think is rolled into one of his other mods now.
  8. fingers crossed for kerbalism support.
  9. apparently nobody else does either. How about starting with a full log so we can see exactly what all mods are installed?
  10. JNSQ uses KK to roll their own ground stations and launch pads, etc... That is where those are coming from.
  11. Unkerbaled Start and Probes Before Crew is definitely an either/or situation. They both do basically the same thing. Its not possible for every single conflicting mod to be flagged correctly in CKAN.
  12. Really impressed by the looks of this mod, never thought such a thing would be done. Wow!
  13. pretty sure kerbalism will automatically patch any parts with crew capacity. Most of the part specific patches look like radiation emitters or comfort, etc...
  14. @TaxiServiceNot sure if you ever got your PC up and running again? I am getting non-stop spam NRE spam if I enable extra ground stations with Kerbal Konstructs. [EXC 07:21:59.730] NullReferenceException: Object reference not set to an instance of an object CommNetConstellation.CommNetLayer.CNCCommNetHome.Update () (at <8ec62eff1dfc42afb960f68e49dadfbe>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) In this log I create a new sandbox game, launch a probe, no issues. Then I go back to the main menu. Create a new sandbox game, and enable the KK Extra Groundstations, then launch a probe and I get the NRE spam. https://drive.google.com/file/d/1km1JEMvcqmfkrdWacvJa5AkWygWCVtzQ/view?usp=sharing What are the recommended settings for using KK alongside CC?
  15. @zer0Kerbalfor some reason I can't attach anything to the bottom of the 0.3 parachute anymore.
  16. Is Textures Unlimited absolutely required? EDIT: The landing gear will work without it, which is mainly what I was after. It would be great if the other parts would also have some kind of basic texture without TU.
  17. I love all the artwork you did for this mod, really great job. What was the reasoning behind the one arm having a tiny robot with tiny arms on it? Just seems really out of place compared to everything else.
  18. I will have to do some more research, but my initial reading was that it would conflict with the Waterfall Restock mod for those using restock. I will check it out later and see if I can just pull out the mod plumes.
  19. I saw the stock waterfall effects mod, but I assumed it would conflict with Restock so I didn't touch it. Why would plumes for a different mod be included in a mod for stock engines?
  20. I think he means USI Tools, and that is already a dependency for the mod and should auto install via CKAN.
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