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Everything posted by eberkain
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Which way did you end up going with it, as I play around more with small rockets it feels like the restock Oscar series tanks just dont have enough fuel for their size.
- 1,098 replies
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yeah that is weird. Just so you know I'm not messing with you. I found the option to hide it and that works, so I'm good. I did see this which seemed weird. I am using JNSQ and a whole bunch of other mods.. nothing should mess with the time widget though... I do have a mod called Alarm Enhancements, but i highlt doubt that is the issue.
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
eberkain replied to Papa_Joe's topic in KSP1 Mod Releases
the screenshot is in the vab, did you take it into the flight scene and inflate it to see what happens? -
who needs game sounds when you have the PRIME Thanatos!
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you know what is really needed is an adapter part to go from 0.3 to 0.6
- 36 replies
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- stockalike
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I am running at 1920x1080 all of my UI scale options are set to 100%... and that is likely the issue, If I set the time control scale to about 75% then it looks about what you posted in the screenshot. Not sure what the easiest fix is. My eyesight isn't great, if anything I need the scale to be bigger. There is already a toobar button to open close the menu, do we even need that little arrow button at all?
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thus begins a new career mode after finally settling on what mods to include First sub-orbital flight crossing the radiation belt with sub-orbital probe
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I think I remember reading that Kerbalism saves the craft orientation relative to the sun when you leave the craft and that is what it uses for background crew radiation exposure. So even if you have a mod like persistent rotation or principia that simulates your craft rotation in the background, it won't matter as far as the radiation mechanic is concerned. You also have to remember to re-orient your ship if you go back to it mid-flight.
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I uninstalled and confirmed the directory was deleted. then reinstalled with ckan, same result. https://drive.google.com/file/d/1IYYuRisis67j0HIjSlD_sk81-2KIDhZw/view?usp=sharing I downloaded the release on github and spacedock and compared them to the one I get installed via CKAN and they all appear to be identical. Far right is CKAN.
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No mod will let you burn the engine of your choice while in regular timewarp, that is just not how the game is designed. This mod will let you increase the physics timewarp rate to something higher, but you still use the stock method to do long burns with physics timewarp. Your experience with that will really depend on a lot of factors like the number of parts in the vessel and your computer specs. With an average small vessel I generally can't do more than a 4x physics warp without things just breaking and falling apart at random. How low is the TWR on your ship? There were a couple mods way back that did things like solar sails that would run in the background while the vessel wasn't even focused. Nothing like that is compatible with Principia so I haven't looked into any of those mods in a long time.
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[1.12.*] KerBalloons Reinflated - Real Science?
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
this fixed the issue i was having. -
[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
Seems to be working great now, thanks for looking into it. Great looking mod. -
I would like to recommend this mod for early game parts if anyone is struggling.
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B size tank is not in line with the rest. It is a squad part, the others are ReStockPlus.
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just out of curiosity, can you timewarp to confirm they are indeed at different times. Perhaps one display is using the incorrect number of hours per day?
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[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
I added sandcastle and EPL to my install via CKAN. Launch the game and start a new sandbox and go to VAB, I recorded a video with console open. here is the log from that test. https://drive.google.com/file/d/1s03oRpD06WLG8n-847WAXTpk3Pn-q0Uq/view?usp=sharing also, here is the config cache so you can check if one of my other mods is doing something bad to the part definition. https://drive.google.com/file/d/1BHvZdNR9miv865DsoKy2d3jtEtfOmAMK/view?usp=sharing -
[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
I am getting errors when trying to place the 3d printer parts in the vab. probably a conflict with something else I have installed. I get the "An item with the same key has already been added." when trying to place one, and after that basically everything is broken and clicking on any part throws an NRE. https://drive.google.com/file/d/1ALt-RNsvZ2e5Se6QvxIkldpOECz8PeQj/view?usp=sharing -
kerbals are supposed to have 0 monoprop, it is actually stored in their backpack now.
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[WIP] Small Steps - Sounding Rockets!
eberkain replied to Vals_Aerospace's topic in KSP1 Mod Development
looks really great!