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KSP2 Release Notes
Everything posted by DrLicor
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
DrLicor replied to Theysen's topic in KSP1 Mod Releases
I got the same issue indeed. But saw that theres a new version of RO available. I'll test that first, it the issue remains, I'll post some further logs/proper bug report.- 2,213 replies
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- realism overhaul
- ro
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(and 1 more)
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*mumbles something about VPN*
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YUSSHHH, thanks a lot team Will test this later on the day!
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The Official Realism Overhaul Craft Repository.
DrLicor replied to Matuchkin's topic in KSP1 The Spacecraft Exchange
Haha, I was running that instal on a MSI laptop, long story short: i5 3,4Ghz, GTX860M, 16Gb RAM, KSP was installed on a SSD as well. Let's not talk about the performance, it did run. Today I assembled a new PC with a Intel Core i5-8600K, GTX 1080, 16Gb of RAM as well. The processor has a 'stock' turbospeed of 4.3Ghz, but I'm planning on overclocking it to at least 5.2Ghz tommorow. RSS/RO should run fine in 1.3.1. When installing, try to install it in as much as parts as possible with testing in between. When it crashes you know immediately where to look. -
The Official Realism Overhaul Craft Repository.
DrLicor replied to Matuchkin's topic in KSP1 The Spacecraft Exchange
@hypervelocity, @Ultimate Steve, yep, its RSSVE and KS3P. I'm not using ET in my current build, dont want to turn it into a microwave. (atm I'm building a i5-8600k (overclocked), gtx 1080 build, so when it's finished I'll go full KSP again. ) -
space shuttles (post your pictures here)
DrLicor replied to pandytheman's topic in KSP1 The Spacecraft Exchange
Well, not the first time I post my shuttle on the forums but here you go: The mods I was playing it with was a full RSS/RO/RP-0 install with some extra mods I liked. It was mainly used for bulding my station around Earth. -
Great job on updating the whole mod franchise Team! Don't bother the update askers too much, not worth the energy. Cheers!
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you can use it to make skyboxes for KSP
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I think this is what you're looking for, you can also rename the action groups with this mod so you can remember the action coupled to it. Action groups can also be changed inflight with this mod.
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I bet @James Kerman is refferring to a trojan-virus. Since the greeks made the trojan horse, and you're into IT.
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Rule #1 here: never, never ever demand something of the developers on the forums. You want something, you would like to see something, you just dont demand. The game is good now in my opinion, the mods make it even better and so does the community. You can make the game how you want it, for example, I've a very heavily modded Real Solar System/Realism Overhaul install with around the 45k of MM-patches. And another fantasybuild kerbol system install with some mods I like. Do I feel like I rely on somebody? Nah, I feel freedom, freedom to play the game I want, freedom to mod the game how I want.
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New Mk 1-3 Command Pod Issues
DrLicor replied to PurplePumpkin's topic in KSP1 Technical Support (PC, unmodded installs)
I bet it's just some not meant change. It was there before, but some of it probably did not get through well. You don't think they don't test anything while building it, do you? Ofcourse they do. It's to simple to say "Where is the testing for these releases". As said above, a release isn't put out of it immediately when ready. Maybe this was pre release 5 for them, in 4 was everything ok with the IVA, but something else was wrong. They changed a line of code and that code was contrained somehow to the IVA that disappeared in the 5th release, which we have now. Who knows? Don't think so dense simple about it. For work, I have to release a lot of content too, and it happends to often when working with a lot of parties. Some changes don't get trough when you make thing ready for a release. Even it's a major change. And even when noticed, is it worth it to change it, repackage it, test it again, put it up for release? -
New Mk 1-3 Command Pod Issues
DrLicor replied to PurplePumpkin's topic in KSP1 Technical Support (PC, unmodded installs)
Well, that is just putting the whole case out of it's context. Ofcourse it's not so handsome. But do you really think that they only fix this in the next week? They always launch a first version, even with known bugs, so the community can play with it. They probably have a ton of 'fixes and known bugs' on their list. They are just not important enough for the first release that will last only a week. For a release such as this, you focus on the big points. The package for this release was probably already made before they discoverd it. You've to know that releasing something isn't just replacing some files, click ok, and a minute later the release is online. That's not how all of this works. There's a point where you put some things out, even with bugs, you can't finetune untill it's perfect. Not in a certain time. Who know's what will effect the changes you make, you'll always have to question yourself where certain 'parameters' are contrained to. Before you know it, you're 8 hours coding later. I hope I eleborated a proces of releasing content a bit more to you, so you won't feel the need of posting such replies from now on. -
How do I insert a photo without uploading it to somewhere else?
DrLicor replied to Jollyranger's topic in Kerbal Network
To give the longer answer. There is a way, sort of that doesnt require imgur or something like that. Its only possible while using steam and starting the game with steam and only if you want screenshots of the game. Find the keybinding of steam screenshots. The sceens will appear in your libary of the game in steam and generate a link of the image. -
Hello helllo, welcome to the club. Hope you'll have a good time here.
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4k TV and very low fps/stutter
DrLicor replied to MoonPies's topic in KSP1 Technical Support (PC, modded installs)
I think the intergraded graphics don't support the TV. But you'll find that out when you've installed your graphic card. The small tekst and symbols are a known thing with higher resolution monitors sadly.. -
4k TV and very low fps/stutter
DrLicor replied to MoonPies's topic in KSP1 Technical Support (PC, modded installs)
Do you already have the GTX1050 or are these results on the intergraded graphics? -
LOL, I can only imagine @linuxgurugamer taking over my wife modification because the past dev died. And my car, and house, and airfryer
- 444 replies
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- making history expansion
- release date
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The basic answer is no, as far as I know... What you could do... but not every mod likes that way, is to go to the cheat menu, " DataBase", and " Reload Database" . This will take some time, but not as long as a full restart. However, with a lot of mods, I suggest not to do it, because some mods won't work good after the reload. When making MM-files, you could also try to reload the MM-database: Try Alt+F11 Click on "Quick Reload" Done! When I'm editing/writing cfg's/MM-patches for KPS, I do it in another install with only the mod installed I want to change and it's dependencies.
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Same story for the Mariage DLC.. Seems fun to play with for a while, after that, it just starts working on your nerves, uninstall is possible, but very complicated, especially with the KIDS DLC installed too.
- 444 replies
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- 5
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- making history expansion
- release date
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What you could do, is include a date in the craft name goes like " YYYY-MM-DD-[craft name]", this way you can sort on name, like in stock, and always get the newest on top. When designing multiple crafts a day, you could always add another nummber/variable after the day like this; "YY-MM-DD-[#craft of the day]-[craft file]. It's a methode we use at work a lot, just including the date in the file name. It won't look pretty in the name, but temporary it'll be a solution, untill such thing is added. I don't know if you use KCT? If so, you can change the craft name that you're building before flying it. If not, you can just delete the date/version of the craft in the name before pressing ' fly'
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For the second request, I think you might like this one:
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The Official Realism Overhaul Craft Repository.
DrLicor replied to Matuchkin's topic in KSP1 The Spacecraft Exchange
Impressive work. I tried to do the same a while ago with a rover I made. Launch, capture and deobit went grat. Untill My timing and planning ruined the deploying of the heatshield/fairing. Mainly because of RemoteTechs time delay. Switched the delay off right after the crash. -
The Official Realism Overhaul Craft Repository.
DrLicor replied to Matuchkin's topic in KSP1 The Spacecraft Exchange
@Firemetal and the rest, here's my current modlist, (playing with KSP 1.2.2):