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KSP2 Release Notes
Everything posted by eberkain
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Sadly steam does not agree and would not give me a refund based on this line of reasoning.
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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.
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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.
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I did manage this, but I think that will be it until there is a 0.2 version.
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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.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
eberkain replied to Gameslinx's topic in KSP1 Mod Releases
I've started to play RO again, any plans to tackle the conflict with citylights from eve?- 3,164 replies
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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.
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fingers crossed for kerbalism support.
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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.
- 2,299 replies
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- launch pad
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[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
Really impressed by the looks of this mod, never thought such a thing would be done. Wow! -
totm june 2018 Work-in-Progress [WIP] Design Thread
eberkain replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I was thinking snowspeeder -
pretty sure kerbalism will automatically patch any parts with crew capacity. Most of the part specific patches look like radiation emitters or comfort, etc...
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@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?
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@zer0Kerbalfor some reason I can't attach anything to the bottom of the 0.3 parachute anymore.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
eberkain replied to Shadowmage's topic in KSP1 Mod Releases
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. -
[1.4] DiscordRP - Rich Presence Integration
eberkain replied to gegy1000's topic in KSP1 Mod Releases
man, sad to see this is not working anymore -
[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
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. -
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.
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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?
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