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Everything posted by eberkain
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I have a detailed mod list if you want to compare. https://docs.google.com/spreadsheets/d/1Xb2GCvt8v5Q2b0VvmBA4fgapiO0B3hG-fQbrUIkEBJA/edit?usp=sharing
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My first submarine
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I've tried multiple times and whenever I attach a plug to the Interior Heat Probe it explodes. Anyone else having this problem? KSP log https://drive.google.com/open?id=1_CHU-gf12FStFj-NMSsxo5ykRWMk_U7X outlut log https://drive.google.com/open?id=1DZZ5eTc3c8590Q_eipRgxuCeTZxEMTp-
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[1.х.x+] Ballast Water Tanks, SmallTweaks and some more for KSP
eberkain replied to Jenyaza's topic in KSP1 Mod Releases
Thank you for the mod.- 17 replies
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- submarine
- command inventory
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I tried to get it to work in my heavily modded game and I can get the menu to show up that allows me to EVA from any part to the hatch i clicked on. That works well Entering the vessel does not work. I get the prompt that shows Shift+B and CTRL+B options, both just execute a normal board action. KSP Log : https://drive.google.com/open?id=1L0xmKVkRmUJvGKQCUH6mQZ2DkN09KkN8 Output Log: https://drive.google.com/open?id=11jXnpDFpULRYJ6rUNfkz9Fk-Ly8qNr8T
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[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
eberkain replied to SpaceTiger's topic in KSP1 Mod Releases
EDIT: I figured it out. -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
This only seems to happen when I'm using one of the fairings I added. The parts seems to function fine otherwise. //create a 1.875m fairing +PART[fairingSize1] { %name = fairingSize1_5 @MODEL { %scale = 1.5,1,1.5 } %title = AE-FF1B Airstream Protective Shell (1.875m) %description = While the Kerbals at Mission Control were still figuring out how to get their rockets back down to Kerbin safely, the research engineers at FLOOYD were quickly realising that protecting parts on ascent was just as important. Heavy research into two-dimensional-input driven procedural construction was then funded with the hopes of making protective shells for important payloads and interstage areas of the crafts. The protective shells also have the benefit of making the craft more aerodynamic, hopefully saving on precious rocket fuel! %mass = 0.1 %bulkheadProfiles = size2 @MODULE[ModuleProceduralFairing] { %baseRadius = 0.9375 %maxRadius = 2.125 %xSectionHeightMax = 4 } } -
[1.12.x] Crew R&R - Crew Rest & Rotation
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
Its an interesting mod. I'm liking using it. I play with reverts and quickloads off so I have had a situation a few times where I launched a vessel and before actually doing anything, recovered the vessel for some reason. Which puts the crew on R&R. I don't know if there is an elegant solution that could cover this edge case. Its not that big a deal. -
Any chance of getting support for CactEye? When the telescope gui is open there is a pretty significant power drain not accounted for by Amp Year.
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- power manager
- plug-in
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This was actually yesterday, but...
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[1.7.x] ReCoupler - Monocouple your bicouplers!
eberkain replied to Booots's topic in KSP1 Mod Development
How do you make it not use blizzys toolbar? Or rather, when toolbar is installed the stock bar app button is gone. -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
I seem to be getting poor performance in the VAB lately and checked the debug console. I figured out that if I disable the auto preview its fine, and then I can just turn preview back on for taking a pic. Performance problem persists even if the KVV window is closed. KSP log https://drive.google.com/open?id=1d3cuEq6DT-Y3eRtoowYuy69pTTCaaHbf Output Log https://drive.google.com/open?id=13odozQ60Jy9CXUX-rl-aQr4kd1l9vdBq -
Recovering a local but not active vessel?
eberkain replied to eberkain's topic in KSP1 Mods Discussions
I stand corrected. I figured launch clamps were just another vessel since I could go to the tracking center and "fly" them. -
Recovering a local but not active vessel?
eberkain replied to eberkain's topic in KSP1 Mods Discussions
I think recover all will take care of my problem. Thanks! -
How does this interact with rescaled systems? The in flight menu said aprox 17 days of food, only lasted 3.
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[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
eberkain replied to Galileo's topic in KSP1 Mod Releases
I just want to say 3.2x with stock engines ain't no joke.- 310 replies
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- 3
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- dimensions
- sigma
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Deployed a new station in a biome i've not done yet and it looks to work perfect. Thank you @DMagic
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Recovering a local but not active vessel?
eberkain replied to eberkain's topic in KSP1 Mods Discussions
Thats a good point, but I think they only time Stage Recovery triggers is when an unloaded vessel would normally be deleted. Not sure there is a way to force it to recover something. I will find out though. -
Recovering a local but not active vessel?
eberkain replied to eberkain's topic in KSP1 Mods Discussions
I don't know that much about how the game works yet but I'm pretty sure that internally everything is a vessel and debris is just one way to classify a vessel. Either way, still the same problem. There is a built in function to clean up the KSC launchpad, I wonder if there is a way to expand on that? -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
eberkain replied to Nertea's topic in KSP1 Mod Releases
Those bases with each leg being adjustable are rocking out.