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Everything posted by Kepler68
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Hello everyone! Been getting back into KSP after a few years of hiatus and started running on the latest version with this mod installed! One thing that i normally do just for personal preference is max out the science collection rate, meaning i get 100% of the value the first time i do the experiment and dont need to repeatedly transmit a pressure reading as an example. I tried to manually edit my mod files to reflect this, but i was unable to eliminate the penalty. I changed the base value to match the science cap in the experiment definition, and havent been able to find any other place this is edited. Was hoping someone could point me towards the correct value! EDIT: Specific thing i was messing with was the space telescope, but adjusting it for the chemcam would help too lol!
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I've been having some weirdness with the outer belt on gas giants. It seems to extend all the way down to the surface instead of being a belt, making objects like Vall nearly impossible to visit. I dont remember it doing this in the past. Went through gamedata and it still acts weird even with no planet mods installed.
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Hi! I finally got a good enough PC to get this to run and holy crap its amazing! however when looking around i noticed there was no support for OPM bodies, and looking online i couldnt find anyone who had built a patch for it yet. is there a patch between the two or do i need to build custom configs for it myself?
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(Backport so low priority if its a bug) The habitation ring does not inflate or activate. the only button on it is habitation, which stays disabled no matter what. am i doing something stupid? the ... option seems to do nothing as well. https://imgur.com/a/QIDXVEz EDIT: I can enable it VIA save game editing, so it looks like just the buttons are broken right now. EDIT2: fixed on latest (thx PiezPiedPy)
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[1.7.X] Civilian Population [RELEASED : 07/04/2018]
Kepler68 replied to Pamynx's topic in KSP1 Mod Development
interestingly enough, everything except the recruit button on the university appears to work on 1.3.1 despite being built for 1.4.5 (dont ask why im running new mods on old versions im desperate :P). is the recruit button off for 1.4 as well?- 242 replies
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- civilian population
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[Whitelisted] [Modded] Forum Minecraft Group
Kepler68 replied to ZooNamedGames's topic in The Lounge
^ its never too late :D -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Kepler68 replied to StarCrusher96's topic in KSP1 Mod Releases
actually the only thing the game looks at is the line referenceBody. everything else remains the same and no hard math is needed . also good luck with your super jool mission- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Kepler68 replied to StarCrusher96's topic in KSP1 Mod Releases
out of curiosity, why does KSS take so much ram? i can install 20-30 other planet packs with no issues other than load time but KSS warns about overuse of ram. is this just high resolution textures? or lots of PQS mods? or something else?- 4,170 replies
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Saru Planet Pack (requirement) has had its spacedock page go missing. i found a version on an archive that works properly which is here in case anyone needs it. Link (google drive, download button is at the top) https://drive.google.com/open?id=1go1d8mCNXRzKaTZt3S8fQr1YMiPFo5sv
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Ok
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Yeah. Saturn color as in eyeball IRL picture color or as in similar to sarnus from OPM?
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A small Cosmetic mod that adds a green ring system around kerbin. it works with any planet pack that does not put rings around kerbin. Curse: https://kerbal.curseforge.com/projects/kerbin-rings Spacedock: https://spacedock.info/mod/1663/Kerbin Rings Requires ModuleManager: Requires Kopernicus: Liscensed as Public Domain.
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i reset it by selecting the craft with hyperedit once its unloaded, and putting back in the old semi major axis value.
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Im looking for a mod that will reset a specific spaceship's semi major axis when its unloaded. i have to go near my remotetech sattelites alot and the physics sim causes the SMA to jiggle by a few meters each time. this knocks it out of sync and i have to reset it via hyperedit every time. does anyone know of a mod that can fix this?
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what was your favorite rule-breaking post?
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[1.7.X] Civilian Population [RELEASED : 07/04/2018]
Kepler68 replied to Pamynx's topic in KSP1 Mod Development
That moment when you find the original post, and dig through 5 other continuations to get to the most recent Glad to see its still up and running though, this is a great mod to use with the other colony mods like USI and Extraplanetary launchpads 10/10 would launch rockets from gilly again- 242 replies
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Kepler68 replied to ZooNamedGames's topic in The Lounge
@Findthepin1 @SparkyFox is looking for you. run, run fast, run far, and dont look back -
[1.2.2] Kerbal Aircraft Expansion (KAX) v2.6.4
Kepler68 replied to keptin's topic in KSP1 Mod Releases
im also gonna try to run it on 1.3, ill let you know if i get a crash too -
@Moderators thank me later http://imgur.com/a/p9QdQ
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Kepler68 replied to ZooNamedGames's topic in The Lounge
for those not on the discord (WHY ARENT YOU) i have the server modpack ready and up for testing in there. ill grab a link in a sec it is NOT on the server yet