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Everything posted by eberkain
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I restored the stock heat shields using the restock whitelist as detailed here. https://github.com/PorktoberRevolution/ReStocked/wiki/Restoring-Stock-Parts I then performed the exact same test, and had no reentry issues. I think it is safe to say the problem is solved.
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
eberkain replied to TriggerAu's topic in KSP1 Mod Releases
Wild shot in the dark here, but I don't suppose there is another build somewhere that supports UI Scaling? -
Built a short range relay network over Kerbin. Launching 4 at a time, I synced them up by watching what time of day for liftoff. 16 sats in 4 planes all with their orbital period synced. Not bad for a couple hours. Now on to bigger and better things.
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I did one too. https://youtu.be/nQY2J3R90GY This is a Mk2 returning from the Mun with full ablator with a 32km Pe. The pod is heavier than normal because of Kerbalism. This was recorded in a brand new sandbox game with a super simple craft. And here are the log files. https://drive.google.com/file/d/1livnUVdpd-TXiXXF7dpkPtAxKn7o0kRM/view?usp=sharing https://drive.google.com/file/d/1iLDR7GiHMIW52ds1y5s1r_vOZSMsRXpL/view?usp=sharing I see some overlap in our mods, but not a ton. I assumed the issue I was having came from added heat from FAR, but it doens't look like you have FAR installed. I have been able to return pods by rocking the pod back and forth to distribute heat around, but its been a lot of, quicksave before reentry and trial and error,
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Make a backup copy of your save folder, I do that every time I change mods in case something gets messed up you can always roll back. The OP links to version 1.0 by rafterman82 released Mar 8 Which it is forked from ver 0.93 by jrodrigv, but was released on Mar 14 CKAN appears to point at ver 0.40 hotfix 2 by tetraflon, which is from Sept 23 The last one is what I have installed now, and it has the handle bars to change wing shape.
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Yes, Kerbalism has a new upgrade system that unlocks part features along with some nodes, there is blue text on the node which tells what gets unlocked. With CTT those unlocks are spread out more, and a few end up in nodes without any parts if you don't have the right mods installed. And you should totally play Kerbalism, the new redesigned Science Collection is the most amazing mod. It changes everything.
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What other mods are you using? I have been having a real struggle getting pods to survive reentry also.
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Started a new playthrough in sandbox instead of dealing with research progression again.
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[1.12.x] Cacteye 2 Refocused Full Release
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
Appears to work with Kerbalism. In career mode I was able to process data on minmus and it collected and transmitted via kerbalism's science window. I can not do it in sandbox mode however, instead of the process data button in the Cacteye GUI it just says "Data processing not avaliable." Can you enable science collecting in sandbox mode? -
[1.12.x] Cacteye 2 Refocused Full Release
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
Tried adding it to my 1.10.1 game and got this. my log shows. [LOG 14:46:03.119] ******* Log Initiated for Kerbal Space Program - 1.10.1.2939 (WindowsPlayer x64) en-us ******* EDIT: Figured it out, I was missing the SpaceTuxLibrary dependancy -
I was thinking more of having two mods, one with everything, and one that was trimmed down, and making them conflict with each other on CKAN so you can only install one. Not sure which way would be easier to maintain.
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That is basically what I was doing before, All of Nertea's mods, Planetary Base Systems, Feline Rover, SuicidialInsanity Mods, Airplane Plus, some more. Basically a whole bunch of stuff, and it was just unbearable. I had done about 1/3 of CTT researched and collected most of the science from the Mun and Minmus with about 100 active flights, but man the loading times were just unbearable. 5 min to launch the game, and a good 30 seconds of black screen to just switch vessels. I cant do it anymore. So, restarting the playthrough with bare minimum part mods and pulling out some stock parts that I never use like wings, and the new props since they don't work in FAR anyhow. Going to try to make it as lean as possible to have a better play experience in the long run. I like a lot of the ideas in Kiwi, but yeah, I think I may just go with the stock tree and start with crew vessels. Meh.
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Yeah, I've played a few thousand hours in the game. I've looked at your tech tree before, but never tried it. I think I will give it a shot.
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Have you ever considered a light version of the mod that just had the generic launch pad / tower parts?
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Based on the Community Tech Tree, which is exactly what I am not looking for. I also found some old mods called Tech Tree Tweaks (TTT) and Unmanned Before Manned (SETI), which are closer but have not seen updates in a long time.
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I'm familiar with both, I also looked at SIMPLEX and Unkerbaled Start. Kerbalism adds feature unlocks to nodes that are not parts, Hide Empty Tech Tree Nodes can hide those nodes if they have no parts. This is something I just recently learned was an issue. What I'm looking for is a mod that lets you have probes before crew, without also giving you a giant tech tree expansion.
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
eberkain replied to theJesuit's topic in KSP1 Mod Releases
@PART[Magnetometer|OMD]:NEEDS[ExtraplanetaryLaunchpads] { @TechRequired = scienceTech } Isn't the magnetometer a new stock part? I couldn't find it in the tech tree anywhere. From simplex. -
I can't deal with loading times anymore. So I'm resolved to restart my science playthrough and have almost no mods. Is there a mod that shuffles around the default tech tree to have probes before crew? I don't want some gigantic tech tree with tons of empty nodes.
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ahh, i forget its not always showing the same units.
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I think that will work. Maybe I don't understand math anymore? How is this a positive power balance?