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Jack
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
SpartanJack17 replied to tony48's topic in KSP1 Mod Releases
Yeah that's what worked for me.- 1,972 replies
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- totm mar 2022
- rss
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
SpartanJack17 replied to tony48's topic in KSP1 Mod Releases
Did you ever find a solution for this?- 1,972 replies
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- totm mar 2022
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
SpartanJack17 replied to tony48's topic in KSP1 Mod Releases
It will affect them. You need to start a new save when using planet packs like this, it will completely replace the stock system. The best thing to do is copy and paste your lap folder to make another copy of the game you can use different mods on.- 1,972 replies
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- totm mar 2022
- rss
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
SpartanJack17 replied to tony48's topic in KSP1 Mod Releases
Yes, that's probably parallax. Afaik parallax support is still a work in progress and might not be implemented in the 0.7 version.- 1,972 replies
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- totm mar 2022
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You need to ask in the Koperbicus stable branch thread, and if you're still using a bleeding edge version stop and update to the latest stable version .
- 931 replies
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- 1.8.x-1.12.x
- bugs
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Could you use rotors to lift your craft into the upper reaches of the atmosphere?
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
SpartanJack17 replied to Theysen's topic in KSP1 Mod Releases
Orbital velocity in LEO is around that, but that doesn't mean you can reach LEO with 7500m/s of delta v. You also need some delta v to get through the atmosphere, and you'll lose some to drag and gravity loss. The general recommendation is around 9500m/s of delta v to reach low earth orbit. The trajectory also matters, if you don't do it right you could put yourself into an elliptical suborbital trajectory even if you've got the right velocity. I recommend looking at the Delta v map, and maybe look up some videos of people reaching orbit in RSS to see how they do it.- 2,215 replies
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- realism overhaul
- ro
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
SpartanJack17 replied to Galileo's topic in KSP1 Mod Releases
That's a kopernicus bug, check the latest few pages of the kopernicus thread for info.- 7,372 replies
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[1.12.5] Restock - Revamping KSP's art (August 28)
SpartanJack17 replied to Nertea's topic in KSP1 Mod Releases
It already is, it literally says so in the title. And in the OP, and on the download page. -
Issues with modded textures
SpartanJack17 replied to Koddra's topic in KSP1 Technical Support (PC, modded installs)
You have two module managers, delete the oldest one and the module manager cache. As for the flickering, that's because the city lights don't work with parallax. You need to disable them from the EVE menu. -
After quite a few hours of gameplay I've started having this issue where if I timewarp for longer than a day or so the game freezes when ending warp and needs to be killed through the taskmaster. It happens 100% of the time and it didn't start happening until I'd played quite a lot over a few different sessions. It doesn't affect a completely fresh save, but I've tried loading saves made before the bug started and while they work fine at first they always end up having the same problem. For this reason I think it's something broken about the mods, but in some way that it only starts manifesting after a certain amount of play on a specific save. I've looked through the log already (linked below) and can't see anything specifically going wrong at the end there, but I'm not exactly an expert. I've done a bit of testing and I don't have this bug in a stock install, or in any of the installs I've made with a subset of these mods. The problem is it only started after a few hours of gameplay so I don't know if I'd know which combination of mods was causing it without testing each possible configuration for hours, and that's not something I can really do. What I'm hoping is that someone here has already experienced this issue and has some idea what's causing it. Logs: https://drive.google.com/file/d/1hZiZHSKjNTcYHIc-zTSl1dysqgjim46y/view?usp=sharing Mod list (on pastebin for length) https://pastebin.com/9xXB1u02
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[1.12.5] Restock - Revamping KSP's art (August 28)
SpartanJack17 replied to Nertea's topic in KSP1 Mod Releases
They're there, but the configs seem unfinished - they're missing the part that creates most of the visual effects and only have audio and lighting effects in the config when compared to the configs for normal restock engines. I'm not 100% sure if that's actually the problem or I'm just reading the config wrong, but the effects definitely aren't there even on a clean fresh ksp install with no mods installed except restock, restock +, waterfall and the restock waterfall configs. I set that up just then to test if it's any of my other mods causing the problem but it definitely isn't, every standard restock engine has a waterfall plume but none of the restock+ engines do. -
[1.12.5] Restock - Revamping KSP's art (August 28)
SpartanJack17 replied to Nertea's topic in KSP1 Mod Releases
I know, I have Waterfall - Restock, I mentioned it in that comment. But the engines from restock + don't have plumes while using that config, it only covers the engines in standard restock. I might end up installing realplume alongside it since it would work for the engines that aren't covered. -
[1.12.5] Restock - Revamping KSP's art (August 28)
SpartanJack17 replied to Nertea's topic in KSP1 Mod Releases
Are there any waterfall configs available for the restock+ engines? The Pug and Valiant don't have any plumes at all in my install using waterfall restock.