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Everything posted by BashGordon33
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Will all other planet packs support this? Do the planets packs designed to orbit Kerbol still orbit Kerbol or the black hole?
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How did you create your planets? I've been trying so hard for so long to successfully make planets, all guides i've found always refer to guides from 2015, before the update and thus irrelevant or horrendously incomplete. Is there any guide you can refer me too? I wanted to give Kerbol a binary companion. And is there a way to control what ids Kopernicus gives planets? I wanted to give my planet packs a hierarchy order for id assignment
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Nice! I've been looking for some nice planet packs for my modded KSP. I made a star and wanted to get other planets to orbit it. Is this planet pack still active?
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Thanks, helps a bunch guys. Seriously thank you
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I don't want to disable it, and I wasn't looking for a cheat way to do it. I wanted to create a planetary base where the kerbals can remain sane for 20+ years, and couldn't find what 'entertainment' values you refered to
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Is the realism profile designed to work on already made saves? I made a save using default profile and then switched to realism, which gave me a bunch of problems. The monitor window didn't work, the game crashed twice and I couldn't click anything in the tracking station. Also, I tried to send you the save an log, but I don't know how to attach things to the mail function. Also, I have an idea for radiation: If you are in the atmosphere, your radiation slowly decreases. I installed Planetary Base System, and the radiation consistently increases even when I'm in Kerbin-like atmosphere (Laythe.) And is there a possible way to make the 'quality of life' feature perpetual? I've tried all sorts of gravity rings and huge pods, but it doesn't seem to do much
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
Thanks, I would have been bashing my head against a keyboard if I had to keep trying to fix them how I originally intended. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
Oh thanks, but now that I know the Ids I don't think that's my problem. I downloaded another planet mod, one of the interstellar ones, and it relocated all ships I made into orbits around NH planets int orbits around the new planets. Stock planet orbiters were not effected. I really am trying to fix this, but I think the only way I can is to force the ships back into orbits using the Ids you gave me (thanks by the way.) Really hyped for the new update! Also, I'm an Aussie too. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
I have a question about your planets. What are the ids for them? I can't find any form of "Flights Global Index", which should be the id of the planet. All my space ships moved when I downloaded "Other Worlds" mod, and I want to move them back to the Sonnah system. Essentially I want to know how to make patches for NH to allow for planet packs not directly supported by NH -
So I found a second error. When downloaded this I had New Horizons as well, and all my space ships were moved into orbit around planets in this mod
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OK everybody! I found a solution to the Prima-Secunda Barycentre issue. First thing you must do is delete 'PrimaSecunda_Properties.cfg' and 'PrimaSecunda_Resources.cfg' located in: Gamedata/OtherWorlds/CercaniSystem/-CONFIGS-/ There should be 2 files you must delete. After you have deleted the files you should open the file called 'PrimeSecunda_SigmaBinary.cfg' with a text editor. Delete everything inside it. Copy and paste the following text into the file: Save the file and run KSP. The game should now work
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Yeah I have the same problem. I do have other Kopernicus planet mods (Outer Planets Mod and New Horizons) if that could effect the game loading. I also have Sigma Binary. I read the configs, and it says the PrimaSecunda was for Sigma Binary 0.2.4. Sigma binary as of now is 1.5.1. Also, you have Binary characteristics for both primary and secondary bodies. Sigma only requires the secondary planet. I am going to try to fix this from my end. I'll post a config if I fix it
- 211 replies
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
Sixth here! I'm very new to KSP and even in stock never left Kerbin. I started a science save (Career is broken for me) and would really hate to loose it. I am still really hyped for NH 2.0 but I hope I don't have to start a new save. Also, when is 2.0 being released? I'm hope its before school holidays so I can start my new career then. -
So if your inside a magnetosphere you receive less radiation damage? And when outside it you receive some kind of 'cosmic radiation', which dramatically increases the amount of radiation you are exposed to? Is it possible to change the magnetosphere? I play with New Horizons (Kerbin now orbits a gas giant) and every time I leave Kerbin I get cosmic radiation, despite Sonnah's influence (The gas giant.) Also, that error I had seemed to have fixed itself. I think it was just a bad download, because I stopped having the issue when 1.0.1 came out.And I know these belt things are chosen based on the planets radius, but it it possible to indirectly modify this be fooling the program into thinking the body is a different radius?
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@ShotgunNinjahow would I send the log and savegame. The game didn't crash on me, and besides from the ship selection error I had no problems. How can I send you my save game? Is there like a private message thing that allows files? I'm pretty new to KSP and forums
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I can get where your going with the '2 pilots thing' one to control the ship and another to control an additional ship remotely. I never considered that. Don't push yourself too hard to implement a bunch of content in the next update. I think you should just fix the bugs with the realism profile. I'm desperate to play it, but I get a bunch of bugs when I do. I can't access my ships in the Tracking Station.
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I just found out I can use Universal storage stuff for inline containers. So, forget those times I requested inline storage. I'm trying to get all my manned ships back to Kerbin so I can activate the realism config. I don't want all my old ships dying from dehydration XD. Quick question about the relay system. Does the signal have to reach KSC (simulating a automatic probe) or a manned space vehicle with an antenna (simulating that vehicle's pilot controlling the probe autonomously)
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
BashGordon33 replied to Nertea's topic in KSP1 Mod Releases
Oh thanks, I'll look over those first. When I started my game for the first time, I just download every mod you made (because their awesome) and I unlocked the Nerv before any reactor. I'll test the reactors in Sandbox mode -
YEEESSS!!! KERBALISM 1.0!!! Who's the best life support mod now TAC? I have a few tiny suggestions for a future update, mostly involving magnetosphere and parts, but that can wait until after I play Kerbalism 1.0 for 4 hours straight.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
BashGordon33 replied to Nertea's topic in KSP1 Mod Releases
Oh all right, then. It's not that big of a deal. I probably sounded stupid anyway, real life NTRs don't use regular rocket propellant because it can destroy the reactor. I've also had a lot of problems with the nuclear reactors in this mod (and NF electrical now that I mention it.) I tried running my reactor at full heat without using the thrust so I could keep it hot and still get good ISP. I don't really understand what the numbers in the details of the rocket meant. The information under 'Core Heat', 'Fission flow radiator' and 'Fission Reactor' make no sense to me. I don't even know what the 'Fission flow radiator is' Yeah I know but I meant as a 'toggle fuel' button in game -
I have considered this, and I really don't thing long legs will work. A lander should always be wider than it is tall, to make it harder to tip over. I made that mistake on my first lander. I will never mention what happened again. I'm not asking for a change of engines, but low profile engines would make the mod feel more complete. And Infernal Robotics has never worked for me
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One word: Landers. I desperately want to use one of those awesome engines for a lander, but their too tall to land with. And I know RL upper stages are long, but relatively to the boosters they are smaller. You probably are right about not changing the 3 higher ISP rockets, but maybe a similar ISP low profile rocket could be made for the next update
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I noticed in each size pair there is an engine with high isp and an engine with low isp but better thrust. Could you please make the high isp engine lower profile. The High Isp regular engines are all short and fit nicely into the rocket. Good upper-stage engines are always low profile. Just a suggestion for a future update. Ether that or add 3 new low profile engines that run off hydrogen.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
BashGordon33 replied to Nertea's topic in KSP1 Mod Releases
Would it be possible to add a feature so that the engines could switch between LF and Hydrogen, at the sacrifice of a much lower ISP (But slightly better thrust) Just an idea for a future update