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Everything posted by N70
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USE LINUXGURUGAMER'S VERSION HERE!
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[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
N70 replied to Galileo's topic in KSP1 Mod Releases
this will probably work as soon as Kopernicus and Sigma Dimensions are updated for 1.4- 310 replies
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
N70 replied to Nils277's topic in KSP1 Mod Releases
Can you update the Kerbalism link in the OP to the new 1.4.1 fork? -
Alright, next update will hopefully fix those issues.
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ProcessCryoTank Do you have CryoTanks mod? If not, try adding the resources anyways, they won't be used
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Kerbal Construction Time/StageRecovery Dev Thread
N70 replied to magico13's topic in KSP1 Mod Development
Do you think ScrapYard integration will be easy to fix? also if you ever want kerbalism integration (maybe integrate it with kerbalism's planner/GUI), ask me -
Kerbal Construction Time/StageRecovery Dev Thread
N70 replied to magico13's topic in KSP1 Mod Development
Are 1.4.1 builds stable? -
Also ,if anyone wants to help with actually making MKS parts work with kerbalism, PM me
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
N70 replied to RoverDude's topic in KSP1 Mod Releases
Hey, if anyone wants to help me make a patch to make MKS and Kerbalism compatible, PM me. I fixed the ISRU/Drills in kerbalism, so it should be possible, but I don't know enough about MKS. -
Coming soon: MKS support!
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it's in dx9 by default still, but i think d3d11 works. opengl works, that's what I use. I was hoping there would be vulkan support
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I cannot reproduce this locally in career mode.
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Upload your KSP.log
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Yes. KSPIE stuff will be simulated in the background normally. Please note this will NOT work on 1.3 due to shaders compiled for the newer Unity
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Just... Just set 'Signal' to false in the config
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I did merge several PRs from shotgun's repo. Gameslinx support, KSPIE background support, more realistic regolith synthesis, etc
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Seems good to me, test it first
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Guessing you mean add magnetosphere data for RSS planets? Ok, I'll try Wait a second, I think there is already RSS support! I feel stupid
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Also feel free to post suggestions as I have no life
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No reason, I just clicked it just in case You can disable Kerbalism's signal mechanic in the settings and enable commnet.
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This is on CKAN now
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Basically it seems the new MM can't have :FOR on the same line as :BEFORE, :AFTER, :FINAL, etc Report any bugs you find, it worked for me when I hurled poor kerbals into a solar orbit with barely enough power.
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Woops! Will release a new version right now. 1.3.0.1 is out on Spacedock, should fix all those errors
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You're welcome. Getting this to work on 1.4 was rather frustrating due to the combination of a Unity upgrade and shaders.
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